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Blades of Cursed Midnight: A Hexblade's Guide (by Lord_Ventor)
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<blockquote data-quote="LightWarden" data-source="post: 6744715" data-attributes="member: 6803540"><p><strong>Originally posted by Lord_Ventnor:</strong></p><p></p><p>The Stilled Heart: Daily Powers</p><p></p><p>Unlike your encounter attacks, most, if not all, of your daily powers are going to be used through your implement. I'm going to be separating each level of daily spells into categories: Charisma and Constitution (and Intelligence, for the few Warlock dailies based off of that stat). Charisma powers can be used by any Hexblade, but generally only Infernal Hexblades will have the Constitution to use powers fueled by that ability (the few Intelligence powers there are can only really be used by Star Hexblades).</p><p></p><p>Note that at levels 9 and 25, you get either a summoned minion or a better summoned minion, so those levels of dailies aren't really relevant to Hexblades.</p><p></p><p><strong>Level 1</strong></p><p>[sblock]Charisma</p><p><strong>Armor of Winter's Grasp (HotFK):</strong> You use a close burst attack that slows enemeis (save ends), and gain a bonus to AC and Fortitude for the rest of the encounter. Solid enough.<strong></strong></p><p><strong></strong></p><p><strong>Ashen Scourge (DSCG):</strong> You damage a foe, force them to grant combat advantage, inflict ongoing damage on them, and pull them if you use this as a ranged power (this can be used either in melee or at a range). It's okay, but it deals fire and necrotic damage, so be sure your foes don't resist either damage type.</p><p></p><p><span style="color: #800080"><strong>Contagion (FRPG):</strong> </span>Hitting with it deals ongoing damage to foes which will spread with failed saves. Seeing as this power does nothing but ongoing damage, its a little to finicky for me to recommend very highly.<strong></strong></p><p><strong></strong></p><p><strong>Crown of Stars (D366):</strong> You damage a foe, blind them for a turn if they're bloodied, and can use minor actions for the rest of combat against any enemy to damage them for Charisma modifier damage after an attack vs. Will. Kind of odd, but can work for you.<strong></strong></p><p><strong></strong></p><p><strong>Curse of the Dark Dream (PHB):</strong> Deals solid damage, and allows you to slide that enemy around too. Allows you to slide the enemy too as a minor action sustain, but has a confusing (save ends) clause along with it.<strong></strong></p><p><strong></strong></p><p><strong>Decree of Khirad (AP):</strong> A close blast psuedo-dominate that makes foes attack each other, with some consolation damage against that enemy if they miss or if you miss.</p><p></p><p><strong>Dread Star (PHB):</strong> Damages a foe, immobilizes them, and makes them take a (save ends) penalty to will. Best for Fey Hexblades, since their encounter attack targets will.</p><p></p><p><strong>Fortune's Reversal (AP):</strong> This power is an immediate action that triggers off of a foe getting a critical hit or making a saving throw. The initial damage kind of sucks, but it causes ongoing damage that a foe will take at least once. <span style="color: #0000ff"><strong>A little better</strong></span> for Fey Hexblades, since they also inflict an attack penalty with this power.</p><p></p><p><strong>Hellfire Blast (HotFK):</strong> Deals damage and nothing else. But its in a close blast, so you can rack up some impressive hits on multiple foes if you play your cards right. Not a waste of space.</p><p></p><p><span style="color: #800080"><strong>Mists of Madness (HotFK):</strong></span> A close burst attack that deals light damage and makes foes hurt each other. It's also reliable too, although it lacks that keyword. Okay, but not amazing.</p><p></p><p><span style="color: #0000ff"><strong>Prophecy of Zhudun (D366):</strong></span> You damage a foe, and daze them (save ends). Dazing is a pretty powerful condition right at level 1, so this is alright. Note that while the foe is dazed, you and your allies have concealment from it, making it extra helpful.</p><p></p><p><span style="color: #0000ff"><strong>Star Shackles (D374):</strong></span> Now this one's interesting. The initial damage is weak, but you grab foes and if they want to escape, they'll be targeting your stronger defense no matter what. This power is also sustain standard, and sustaining it deals damage as if you hit, and allows you to target enemies who haven't been grabbed yet. Good control and repeating damage sounds good to me.</p><p></p><p><strong>Yan-C-Bin's Breath (HotEC):</strong> A close blast attack that causes ongoing damage and that leaves a zone of difficult terrain that hurts creatures that end their turns in it. The zone is sustained by a minor action, but there's also a chance of the zone growing bigger or shrinking (50/50 either way). As such, it can disappear in a few turns, so I'm a little leery about it.</p><p></p><p><strong>Your Glorious Sacrifice (FRPG):</strong> This Dark Pact power gets more accurate and can inflict ongoing damage if you deal minor damage to an ally. The initial damage is alright, and even without the Dark Pact rider, this still is a good pickup if you want it.</p><p></p><p><span style="font-size: 15px"><strong>Constitution</strong></span></p><p></p><p><span style="color: #800080"><strong>Armor of Agathys (PHB):</strong></span> How useful this power is really depends on your level. At level 1, it's <span style="color: #00ccff">pretty awesome</span>, adding another damage roll to each of your turns. The power lacks the implement keyword though, so that damage doesn't really scale well.<strong></strong></p><p><strong></strong></p><p><strong>Flames of Phlegethos (PHB):</strong> Classic "big damage" power that hammers an enemy with fire damage and inflicts ongoing damage on them. Not bad.<strong></strong></p><p><strong></strong></p><p><strong>The Lash's Bite (D382):</strong> Solid damage for a first-level daily, and it strips a foe of resistances, which can be trouble for Infernal Hexblades. Missing with the power sucks, but you can take damage to get the power back, with an added attack bonus against the foe you missed with this power. Not a bad pick overall.<span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong>Tyranny of Flame (AP):</strong></span> You damage a foe, knock them down, and force them to stay down until they save, which they'll find harder to do because of the Infernal Pact rider on this. This is a pretty good pick for Infernal Hexblades at first level.</p><p></p><p><span style="color: #ff0000"><strong>Vestige of Khaeleth (AP):</strong></span> This power just does not work for you. Skip it.</p><p></p><p><span style="color: #ff0000"><strong>Vestige of Mount Vaelis (AP):</strong></span> Encounter-power type damage an psuedo-immobilization. Yeah, you don't want this either.</p><p></p><p><span style="color: #ff0000"><strong>Vestige of Thaxter (D383):</strong></span> Just damage with this attack, and not as much as some other powers that deal damage and have an effect. There's also a shift based on your Intelligence, but how high will an Infernal Hexblade have that?</p><p></p><p><strong>Vile Brand (D382):</strong> Solid level 1 daily damage, and an attack debuff against a lot of foes. The debuff doesn't last too long, though. You can also take damage to not expend the power if you miss with it, like Lash's Bite.[/sblock]</p><p></p><p><strong>Level 5</strong></p><p>[sblock]Charisma</p><p><strong>Crackling Fire (AP):</strong> How useful this power is depends on how much you rely on lightning and fire attacks. Hexblades who do (like Infernal pact users) will find this an <span style="color: #0000ff">acceptable</span> choice, while others may want to <span style="color: #800080">skip this over</span>.</p><p></p><p><span style="color: #0000ff"><strong>Crown of Madness (PHB):</strong></span> The initial damage is low, but as long as an opponent fails its saves, you can use your minor actions to force that foe to his its allies. Worth a look.</p><p></p><p><strong>Curse of the Bloody Fangs (PHB):</strong> You damage an enemy, and as long as it keeps failing its saves, both it an allies next to it take damage if you spend a minor action. Not bad. <strong></strong></p><p><strong></strong></p><p><strong>Emerald Shield (HotFK):</strong> A decent encounter-long defense buff, although the actual attack part of the power is a little uninspiring. <span style="color: #800080">Worse</span> for hexblades who employ rods, since the shield bonus from this power doesn't stack with their expertise feat.</p><p></p><p><strong>Flames of the Smoking Crown (DSCG):</strong> An interesting power. It deals its damage as an effect; the real meat of the power is in the (save ends) ongoing damage it deals, which you can spread around to other enemies. Since spreading the fire to other foes can depend on your Intelligence modifier, Star Hexblades have the most to gain from this power.</p><p></p><p><strong>Forceful Assault (FRPG):</strong> Damage + (save ends) dazing. It'll work just fine if that's what you want.</p><p></p><p><strong>Lure of Gibbeth (AP):</strong> Low damage, but you can basically pull one enemy you hit with this near you all encounter long. Could be helpful.</p><p></p><p><strong>Nightshade Dreams (HotFK):</strong> Low initial damage, but dazing + ongoing damage. Solid enough.</p><p></p><p><strong>Roaring Storm of Cania (HotFK):</strong> A close blast with cold damage, proning, and sliding. It doesn't have any encounter-long effects though, so it's got that against it.</p><p></p><p><span style="color: #0000ff"><strong>Tentacles of Cryonax (HotEC):</strong></span> This power is pretty awesome: You create giant, icy tentacles that grab foes and damage those same foes just by being near the tentacles. Like Yan-C-Bin's breath, it takes minor actions to sustain the tentacles, and there's an chance to either add a tentacle or remove a tentacle, but there's a lesser chance of the removal happening.</p><p></p><p><span style="color: #ff0000"><strong>Twilight of the Soul (FRPG):</strong></span> The initial damage is a little higher, but this power is basically outclassed by Nightshade Dreams.</p><p></p><p><span style="color: #0000ff"><strong>Venomous Webs (AP):</strong></span> Decent damage, and a (save ends) combat advantage starts this power, and if the enemy moves, it also takes ongoing damage equal to your Intelligence modifier, even if the initial attack missed. Worth a look by Star Hexblades, who actually have an Intelligence modifier worth talking about. This power is basically tailor-made to strike at powerful skirmishers; don't use it on enemies who you think will sit still.</p><p></p><p><span style="color: #800080"><strong>Well of Death (D372):</strong></span> A high damage daily, but only if your ally sacrifices a healing surge. Only really good to use if you have a high-Con defender on your side.</p><p></p><p><span style="font-size: 15px"><strong>Constitution</strong></span></p><p></p><p><strong>Avernian Eruption (PHB):</strong> An area burst that inflicts ongoing damage no matter what. Decent enough.<strong></strong></p><p><strong></strong></p><p><strong>Blistering Torrent (D382):</strong> Close blast damage, which deafens foes without a save (kind of meh). Save ends slowing also ensues for Infernal-types who use this power, which makes it a little better.</p><p></p><p><span style="color: #00ccff"><strong>Hunger of Hadar (PHB):</strong></span> Quite simply, one of the best powers this level. The zone it creates automatically damages foes, and sustaining the zone with a minor action gives you an additional attack against all enemies in the zone. A prime pick for Infernal Hexblades.<span style="color: #ff0000"></span></p><p><span style="color: #ff0000"></span></p><p><span style="color: #ff0000"><strong>Tyrannical Threat (AP):</strong></span> This power is based around the Warlock's Curse, which you don't have. So for you, it's basically a weak close burst attack. You have better options.</p><p></p><p><span style="color: #0000ff"><strong>Vestige of Baatar (D383):</strong></span> Basically a worse Smoking Crown at first. If you can find a way to penalize an enemy's saving throws, though, you can knock them unconscious. And Coup de Graces are always excellent when you're delivering them.</p><p></p><p><strong><span style="color: #800080">Vestige of Ugar (AP):</span></strong> Without all the Vestige Pact goodies, this power is all about the zone it creates. Having an autodamage zone isn't a bad thing at all, although Hunger of Hadar does most of it better. What this power does have going for it is that the zone denies concealment; if you encounter a lot of lurkers, this might get a nod over Hunger of Hadar.</p><p></p><p><strong>Vestige of Xandor (AP):</strong> An interesting pickup. It'll do damage no matter if you hit or miss, and also dazes on a miss. Being influenced by Xandor is an interesting condition; it's enough that this might be worth a look, even without the Vestige Pact goodies.</p><p></p><p><span style="font-size: 15px"><strong>Intelligence</strong></span></p><p></p><p><span style="color: #0000ff"><strong>Fury of Gibbeth (D366):</strong></span> An excellent pickup for Star Hexblades. This power has some inherent accuracy built into it, decent damage, and continually forces a foe to make an acrobatics check or fall prone. Used on enemies with bad acrobatics scores (it should be easily to tell which aren't very acrobatic), you can lock down their movement for a while.</p><p></p><p><span style="font-size: 15px"><strong>No Ability</strong></span></p><p></p><p><strong>Hellsworn Blessing (D382):</strong> Although flavored for Inferal Hexblades, this power requires no ability score to work. You essentially up an ally's striking potential, which is useful if you're the second striker in a party. It doesn't work on you, though, so tough. Infernal Hexblades, in addition to the bonus to attack and damage rolls, confer fire resistance too.[/sblock] </p><p></p><p><strong>Level 15</strong></p><p>[sblock]Charisma</p><p><strong>Armor of Summer's Glory (HotFK):</strong> You get a decent bonus to all defenses (only against melee and ranged attacks though - it doesn't work against bursts or blasts), you become a giant lightbulb, and your secondary attack is... okay. Fixed damage means you can't really improve it a whole lot, but it's a minor action, which is okay.</p><p></p><p><span style="color: #ff0000"><strong>Curse of the Golden Mist (PHB):</strong></span> This power denies a foe its standard action, but it deals no damage. And however much of a secondary controller you are, you are a striker primarily. Dealing damage is what you're supposed to DO.</p><p></p><p><span style="color: #800080"><strong>Dark Lady's Gift (FRPG): </strong></span>Weak initial damage, with ongoing (5) psychic damage that damages enemies around the victim when the victim fails to save against it. A little gimmicky, compared to some of the more reliable options this level.</p><p></p><p><span style="color: #00ccff"><strong>Dark Rain of Mutuz-Vot (AP): </strong></span>Area burst damage, and it creates a zone that automatically (save ends) blinds enemies who enter it or start their turn in it. A fantastic way to keep yourself and your allies safe for a battle; if the enemy saves against the zone, just have you or an ally push, pull, slide, or teleport them back in there.</p><p></p><p><strong>Dream of Mual-Tar (HotEC):</strong> A huge close blast that induces ongoing damage, and as long as the ongoing damage persists, creautes near the target take damage as well (this includes your allies; be careful about that). The blast also creates a zone that induces vulnerability to Thunder and Lightning, which suits Eleblades just fine. Sustaining the zone takes a minor action, and has a small chance to either give creatures in the zone shifts or slow creatures in the zone. There's a lot going for this power, but it can also be used against allies as well.</p><p></p><p><strong>Far Realm Glimpse (D366):</strong> Targets fortitude, but has some accuracy built in. Single target damage is okay, and dazes the enemy. If that enemy doesn't spend its one action running away from you, it takes even more damage and gets dazed again... somehow.<span style="color: #800080"></span></p><p><span style="color: #800080"></span></p><p><span style="color: #0000ff"><strong>Kimmerial's Smile (FRPG):</strong></span> Damage a foe, and daze them. The daze doesn't end until the victim hits with an attack. So be sure to have you and your allies debuff that one foe's attack as much as possible, to enjoy the sweet daze effect even longer.</p><p></p><p><strong><span style="color: #0000ff">Plague of Frogs (AP): </span></strong>Another area burst attack that creates a damaging zone. And like the others, not a bad pickup.</p><p></p><p><strong>Touch of the Two Moons (DSCG):</strong> Good single target damage, and you can push enemies near that foe quite a long distance away. A good way to isolate an enemy, or disrupt a troublesome formation. Worth a look.</p><p></p><p><span style="color: #00ccff"><strong>Visage of Zhudun (D366):</strong></span> No initial attack here: just creates an autodamage zone that, when you sustain it with a minor action, gives you an extra attack against all enemies within the zone. Overall, an excellent pick this level.</p><p></p><p><strong>Vortex of Fire (HotFK):</strong> Okay initial damage in an area burst, and create a damaging zone. Sustaining the zone doesn't give you extra attacks like some other attacks here, but you can move it around with move actions, so it has its points.</p><p></p><p><strong><span style="color: #0000ff">Whispers of the Void (HotFK):</span></strong> Decent initial damage, and (save ends) dazing. But while the foe is dazed, you can also mess with their one action, causing them to spend their turn doing nothing, lash out at a random creature, and force them to attack an ally. Definitely worth a look.</p><p></p><p><span style="font-size: 15px"><strong>Constitution</strong></span></p><p></p><p><strong>Blasphemous Utterance (D382):</strong><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong>Caution of Dispater (AP):</strong></span> Not a bad pickup at all. Initial Damage is okay, but the real good part is the autodamage the foe takes as long as only you are attacking him (I am correct in that only Infernal Hexblades are looking here, right?).</p><p></p><p><span style="color: #800080"><strong>Evil Expulsion (D382):</strong></span> Deals the same damage as Two Moons does, but lacks its extreme pushing power.</p><p><span style="color: #800080"><strong></strong></span></p><p><span style="color: #800080"><strong>Fireswarm (PHB):</strong> </span>Deals decent damage on the first hit, but sustaining it with a standard action makes it lose some of its punch. Probably not what you're looking for here, since there are other powers that deal damage on its level AND have other effects.</p><p></p><p><span style="color: #0000ff"><strong>Hellfire Soul (D372):</strong></span> Single-target damage on this power is okay, but what you really want is for this spell to be the finishing blow; if you do, you have a dominated minion for the rest of the encounter. So be sure to reserve it for bloodied enemies on their last legs.</p><p></p><p><span style="color: #00ccff"><strong>Tendrils of Thuban (PHB):</strong></span> An area burst with excellent damage, which immobilizes foes. On top of that, it creates a zone that grants you an extra attack against foes in the zone when you sustain it. And the immobilization means its likely that you'll get those extra attacks. At top pick for Infernal Hexblades this level.</p><p></p><p><span style="color: #0000ff"><strong>Thirsting Maw (PHB): </strong></span>Deals solid single target damage, and gives you free healing. Sustaining the power with a minor action gives you automatic damage until the foe makes a saving throw. And each of those minor actions you used to damage the foe? More free healing for you. This can be a lifesaver.</p><p></p><p><span style="color: #800080"><strong>Vestige of Leraje (AP):</strong></span> Weaksauce single target damage + ongoing 5. Come on, this isn't Heroic Tier anymore. Step it up!</p><p></p><p><strong>Vestige of Solis (AP): </strong>You strike a single enemy with meh damage and ongoing 10, and then you unleash a secondary attack that dazes and defeans (save ends) that foe and a bunch of enemies around it. Okay, but not great.</p><p></p><p><strong>Vestige of the Unknown Arcanist (D383):</strong> Weak damage, but allows you to disappear a foe for a few rounds. If you want one foe gone so that your party can all focus on another, this is something to check out.[/sblock]</p><p></p><p><strong>Level 19</strong></p><p>[sblock]Charisma</p><p><span style="color: #0000ff"><strong>Baleful Eye of Imix (HotEC):</strong></span> This power conjures an eye that inflicts ongoing damage on creatures who start their turns next to it, which makes this a pretty sweet power for parties that have a lot of forced movement effects. It also has a secondary attack attached to it that deals good damage and pulls enemies near the eye next to it, so that the ongoing damage is inflicted when their turn starts. Sustaining the eye requires a minor action, and while it is possible that you might not be able to use the secondary power for one turn, there is also the chance for some autodamage as well. Overall, quite solid.<span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong>Delusions of Loyalty (PHB):</strong></span> Hitting the foe with this attack causes that enemy to attack whoever attacked you last. You keep the enemy hitting those who hurt you with minor actions. An overall nice power this level.<span style="color: #800080"></span></p><p><span style="color: #800080"></span></p><p><span style="color: #800080"><strong>Dread Briars (D375): </strong></span>Weak initial damage, with ongoing 10 necrotic damage and immobilization (save ends). Fey Hexblades get to ignore necrotic resistance with this attack, but honestly? You've got much better choices this level.<span style="color: #800080"><strong></strong></span></p><p><span style="color: #800080"><strong></strong></span><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"><strong>Force of Nature (AP):</strong></span> This power deals big damage, knocks a foe prone, and pushes it away. Star Hexblades can push farther than anyone, but it's nice for any Hexblade who wants a massive one-off attack.<strong></strong></p><p><strong></strong></p><p><strong>Maelstrom of Despair (AP):</strong> The initial attack is decent, but the effect, which punishes foes for rolling saving throws, is what this power is about. Since it scales with the Intelligence modifier, Star Hexblades like this a lot, but Fey Hexblades get a boost to their saving throws when sustaining the effect.<strong></strong></p><p><strong></strong></p><p><strong>Memory of Blades (HotFK):</strong> The big brother of Emerald Shield, in that it proves a shield bonus to AC and Reflex and punishes foes for attacking you. Its punishment attack includes multiple foes though, so that's new.</p><p></p><p><strong>Nightshade Cloud (HotFK):</strong> Decent initial damage, and you make it so that foes can't shift and can't be near your allies or else their dazed. You also create a zone that you can slide enemies in. Not too bad, overall.</p><p></p><p><span style="color: #0000ff"><strong>Passionate Betrayal (FRPG):</strong></span> A (save ends) dominate, that is penalized for every unbloodied non-minion enemy in the battle. Throw this out at the beginning of the fight, and you should have the victim dominated for a while. Just be sure not to attack the target while it's dominated: it gets an extra saving throw against the effect if you do that. The power also (save ends) dazes if you miss with it, although I hope it doesn't come to that too often.</p><p></p><p><span style="color: #800080"><strong>Rain of Lead (HotFK):</strong></span> Decent initial damage in a close blast, and you restrain the foes (save ends). Unfortunately, if those foes take 20 or more damage, they get extra saving throws against the technique. There's also the difficult terrain created by the power, but you inadvertantly ending your own effect by hitting the enemy? Not cool.</p><p></p><p><strong>Voice of the Dictator (DSCG):</strong> A (save ends) domination power that damages the dominated foe when it fails a saving throw, and gives temporary HP to your allies. Good, if you can managed to scrounge up so saving throw penalties against the enemy who is dominated.</p><p></p><p><strong>Wrath of Acamar (PHB):</strong> You damage a foe and disappear them to a starry realm, where they can't effect the battle and take damage. A saving throw brings the enemy back, but by then hopefully you've taken care of the enemies you needed to.</p><p></p><p><span style="font-size: 15px"><strong>Constitution</strong></span></p><p></p><p><span style="color: #0000ff"><strong>Vestige of Amaan (AP):</strong></span> Damage a foe, immobilize him, and give him vulnerable 10 all (save ends). Not a bad daily, even without the Vestige pact riders.</p><p></p><p><span style="color: #800080"><strong>Vestige of Kronata (D383):</strong></span> Weak initial damage with ongoing damage in an area burst. This just doesn't cut it now.</p><p></p><p><span style="color: #ff0000"><strong>Vestige of the Burned Emperors (AP):</strong></span> Deals nothing but damage, and the modifier to damage for this power is Intelligence, which isn't a priority for Infernal Hexblades. If you want a big damage power, may I recommend Force of Nature?</p><p></p><p><strong>Void Star (AP):</strong> An interesting power. Inflicts ongoing damage, and allows you to steal any HP that enemy would gain. Save this for regenerating foes.</p><p></p><p><span style="font-size: 15px"><strong>No Ability</strong></span></p><p></p><p><span style="color: #0000ff"><strong>Minions of Malbolge (PHB):</strong></span> A successor of sorts to Armor of Agathys. You get 25 temporary hit points, and you automatically damage foes who come near you, along with pushing them. The autodamage and pushing end with the temporary hit points, but its still not a bad spell to have in your repertoire.[/sblock] </p><p></p><p><strong>Level 29</strong></p><p>[sblock]Charisma</p><p></p><p><strong>Armor of the Void (HotFK):</strong> You get a pretty impressive bonus to AC, and damage foes who still manage to hurt you while teleporting them away. You can end the ongoing bonus for a one-off attack that teleports foes around, but I don't like that you have to lose the AC bonus to get it. Still not a bad pick, though.</p><p></p><p><strong>Arrangement of Disorder (AP):</strong> You teleport foes and allies alike with this power. Interesting for rearranging the battlefield as you need it.</p><p></p><p><span style="color: #00ccff"><strong>Caiphon's Abominable Melody (D366):</strong></span> An absolutely brutal daily attack. It has accuracy built into it, forces 3 conditions on an enemy (that they have to make separate saving throws against). As long as at least on condition persists, the foe takes more damage on its turn. And finally, you get to reduce damage made against you to 0 half the time you're hit. Sure, you or your ally takes a little damage while the enemy is still suffering an effect, but this is still a great capstone to have on your side.</p><p></p><p><span style="color: #0000ff"><strong>Curse of the Dark Delirium (PHB):</strong></span> Like domination, but better. You don't deal damage directly with this power, but if you can control an elite monster that can attack with a minor action, you might be able to do good with this.</p><p></p><p><strong>Dregoth's Ashen Curse (DSCG):</strong> Mediocre initial damage, but you get ongoing damage and slowing (save ends). And when the foe save against that, they get the same conditions + (save ends) weaking as an aftereffect. Not too bad.</p><p></p><p><span style="color: #0000ff"><strong>Eyes of the Victim (AP):</strong></span> The damage on this power isn't impressive for an epic power, but its effect is. You inflict the foe with blindness, which can spread to other enemies who start their turns next to the victim. Said foes also gain the blindness contagion, so they in turn can spread it to other enemies. For parties that can force foes to move a lot, this is an interesting pick.</p><p></p><p><strong>Fury of Ogremoch (HotEC):</strong> This power causes immobilization as an effect, which can then progress to restraining and finally petrification. Enemies making a save against the effects cause damage to themselves and enemies around them. Definitely a control-type power.</p><p></p><p><span style="color: #800080"><strong>One Final Sacrifice (FRCG):</strong></span> A pure damage power. Damage is kind of eh at first, but gets better if you cause allies pain. The damage you cause to allies will always be worse than the extra damage you cause with the power, making this an iffy choice at best.</p><p></p><p><span style="color: #0000ff"><strong>Soul Cutter (HotFK):</strong></span> Yet another pure power option for you, but this is worth a look. First off, as a Weapon vs. NAD attack (yes, you actually use your Pact Weapon for this daily power), it's pretty accurate. It also allows you to reroll any damage dice you don't like, so you'll probably end up causing some good damage with it.</p><p></p><p><span style="color: #800080"><strong>Spread the Corrosion (FRPG):</strong></span> Another power that causes nothing but damage. It's kind of meh, but its to three enemies. Still not that good for you, though.</p><p></p><p><span style="font-size: 15px"><strong>Constitution</strong></span></p><p></p><p><span style="color: #00ccff"><strong>Doom of Delban (PHB):</strong></span> You summon a giant laser from the heavens, to smite all foes against you. This is one of the big hitters of this level, since you can sustain it with standard actions (and increase its damage with each sustain). Sustaining it hurts you though, so be careful. Still an excellent pick this level.<span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong>Forbiddance of the Ninth (AP):</strong></span> You create a wall of flames, which damages friend and foe alike. You also gain a pretty awesome minor action attack for the duration of the power. Finally, you can move it next to you with a move action, which can be helpful. A good pick for Infernal Hexblades.</p><p></p><p><span style="color: #00ccff"><strong>Hurl Through Hell (PHB):</strong></span> This power has an awesome name, and is just awesome in general. Heavy damage, and you remove the foe from play for a few rounds (if you pay the minor actions to do so). The enemy returns stunned and prone. Definitely a strong option for an Infernal Hexblade.</p><p></p><p><span style="color: #ff0000"><strong>Vestige of the Earthen Maker (D383):</strong></span> Weak initial damage and ongoing 10, which is weak for epic. Sure it ignores resistances, but this just isn't a good pick for you.</p><p></p><p><span style="color: #ff0000"><strong>Vestige of the Master of the Hidden Flame (AP):</strong></span> Without the Vestige Pact riders, this is just a pure damage power. And you have better choices for a power like that at this level. Skip it.</p><p></p><p><span style="color: #ff0000"><strong>Vestige of Zuriel (AP):</strong></span> Basically the same as the Hidden Flame power for you. Which makes it worthless.[/sblock]</p></blockquote><p></p>
[QUOTE="LightWarden, post: 6744715, member: 6803540"] [b]Originally posted by Lord_Ventnor:[/b] The Stilled Heart: Daily Powers Unlike your encounter attacks, most, if not all, of your daily powers are going to be used through your implement. I'm going to be separating each level of daily spells into categories: Charisma and Constitution (and Intelligence, for the few Warlock dailies based off of that stat). Charisma powers can be used by any Hexblade, but generally only Infernal Hexblades will have the Constitution to use powers fueled by that ability (the few Intelligence powers there are can only really be used by Star Hexblades). Note that at levels 9 and 25, you get either a summoned minion or a better summoned minion, so those levels of dailies aren't really relevant to Hexblades. [b]Level 1[/b] [sblock]Charisma [b]Armor of Winter's Grasp (HotFK):[/b] You use a close burst attack that slows enemeis (save ends), and gain a bonus to AC and Fortitude for the rest of the encounter. Solid enough.[b] Ashen Scourge (DSCG):[/b] You damage a foe, force them to grant combat advantage, inflict ongoing damage on them, and pull them if you use this as a ranged power (this can be used either in melee or at a range). It's okay, but it deals fire and necrotic damage, so be sure your foes don't resist either damage type. [COLOR=#800080][b]Contagion (FRPG):[/b] [/COLOR]Hitting with it deals ongoing damage to foes which will spread with failed saves. Seeing as this power does nothing but ongoing damage, its a little to finicky for me to recommend very highly.[b] Crown of Stars (D366):[/b] You damage a foe, blind them for a turn if they're bloodied, and can use minor actions for the rest of combat against any enemy to damage them for Charisma modifier damage after an attack vs. Will. Kind of odd, but can work for you.[b] Curse of the Dark Dream (PHB):[/b] Deals solid damage, and allows you to slide that enemy around too. Allows you to slide the enemy too as a minor action sustain, but has a confusing (save ends) clause along with it.[b] Decree of Khirad (AP):[/b] A close blast psuedo-dominate that makes foes attack each other, with some consolation damage against that enemy if they miss or if you miss. [b]Dread Star (PHB):[/b] Damages a foe, immobilizes them, and makes them take a (save ends) penalty to will. Best for Fey Hexblades, since their encounter attack targets will. [b]Fortune's Reversal (AP):[/b] This power is an immediate action that triggers off of a foe getting a critical hit or making a saving throw. The initial damage kind of sucks, but it causes ongoing damage that a foe will take at least once. [COLOR=#0000ff][b]A little better[/b][/COLOR] for Fey Hexblades, since they also inflict an attack penalty with this power. [b]Hellfire Blast (HotFK):[/b] Deals damage and nothing else. But its in a close blast, so you can rack up some impressive hits on multiple foes if you play your cards right. Not a waste of space. [COLOR=#800080][b]Mists of Madness (HotFK):[/b][/COLOR] A close burst attack that deals light damage and makes foes hurt each other. It's also reliable too, although it lacks that keyword. Okay, but not amazing. [COLOR=#0000ff][b]Prophecy of Zhudun (D366):[/b][/COLOR] You damage a foe, and daze them (save ends). Dazing is a pretty powerful condition right at level 1, so this is alright. Note that while the foe is dazed, you and your allies have concealment from it, making it extra helpful. [COLOR=#0000ff][b]Star Shackles (D374):[/b][/COLOR] Now this one's interesting. The initial damage is weak, but you grab foes and if they want to escape, they'll be targeting your stronger defense no matter what. This power is also sustain standard, and sustaining it deals damage as if you hit, and allows you to target enemies who haven't been grabbed yet. Good control and repeating damage sounds good to me. [b]Yan-C-Bin's Breath (HotEC):[/b] A close blast attack that causes ongoing damage and that leaves a zone of difficult terrain that hurts creatures that end their turns in it. The zone is sustained by a minor action, but there's also a chance of the zone growing bigger or shrinking (50/50 either way). As such, it can disappear in a few turns, so I'm a little leery about it. [b]Your Glorious Sacrifice (FRPG):[/b] This Dark Pact power gets more accurate and can inflict ongoing damage if you deal minor damage to an ally. The initial damage is alright, and even without the Dark Pact rider, this still is a good pickup if you want it. [Size=4][b]Constitution[/b][/size] [COLOR=#800080][b]Armor of Agathys (PHB):[/b][/COLOR] How useful this power is really depends on your level. At level 1, it's [COLOR=#00ccff]pretty awesome[/COLOR], adding another damage roll to each of your turns. The power lacks the implement keyword though, so that damage doesn't really scale well.[b] Flames of Phlegethos (PHB):[/b] Classic "big damage" power that hammers an enemy with fire damage and inflicts ongoing damage on them. Not bad.[b] The Lash's Bite (D382):[/b] Solid damage for a first-level daily, and it strips a foe of resistances, which can be trouble for Infernal Hexblades. Missing with the power sucks, but you can take damage to get the power back, with an added attack bonus against the foe you missed with this power. Not a bad pick overall.[COLOR=#0000ff][b] Tyranny of Flame (AP):[/b][/COLOR] You damage a foe, knock them down, and force them to stay down until they save, which they'll find harder to do because of the Infernal Pact rider on this. This is a pretty good pick for Infernal Hexblades at first level. [COLOR=#ff0000][b]Vestige of Khaeleth (AP):[/b][/COLOR] This power just does not work for you. Skip it. [COLOR=#ff0000][b]Vestige of Mount Vaelis (AP):[/b][/COLOR] Encounter-power type damage an psuedo-immobilization. Yeah, you don't want this either. [COLOR=#ff0000][b]Vestige of Thaxter (D383):[/b][/COLOR] Just damage with this attack, and not as much as some other powers that deal damage and have an effect. There's also a shift based on your Intelligence, but how high will an Infernal Hexblade have that? [b]Vile Brand (D382):[/b] Solid level 1 daily damage, and an attack debuff against a lot of foes. The debuff doesn't last too long, though. You can also take damage to not expend the power if you miss with it, like Lash's Bite.[/sblock] [b]Level 5[/b] [sblock]Charisma [b]Crackling Fire (AP):[/b] How useful this power is depends on how much you rely on lightning and fire attacks. Hexblades who do (like Infernal pact users) will find this an [COLOR=#0000ff]acceptable[/COLOR] choice, while others may want to [COLOR=#800080]skip this over[/COLOR]. [COLOR=#0000ff][b]Crown of Madness (PHB):[/b][/COLOR] The initial damage is low, but as long as an opponent fails its saves, you can use your minor actions to force that foe to his its allies. Worth a look. [b]Curse of the Bloody Fangs (PHB):[/b] You damage an enemy, and as long as it keeps failing its saves, both it an allies next to it take damage if you spend a minor action. Not bad. [b] Emerald Shield (HotFK):[/b] A decent encounter-long defense buff, although the actual attack part of the power is a little uninspiring. [COLOR=#800080]Worse[/COLOR] for hexblades who employ rods, since the shield bonus from this power doesn't stack with their expertise feat. [b]Flames of the Smoking Crown (DSCG):[/b] An interesting power. It deals its damage as an effect; the real meat of the power is in the (save ends) ongoing damage it deals, which you can spread around to other enemies. Since spreading the fire to other foes can depend on your Intelligence modifier, Star Hexblades have the most to gain from this power. [b]Forceful Assault (FRPG):[/b] Damage + (save ends) dazing. It'll work just fine if that's what you want. [b]Lure of Gibbeth (AP):[/b] Low damage, but you can basically pull one enemy you hit with this near you all encounter long. Could be helpful. [b]Nightshade Dreams (HotFK):[/b] Low initial damage, but dazing + ongoing damage. Solid enough. [b]Roaring Storm of Cania (HotFK):[/b] A close blast with cold damage, proning, and sliding. It doesn't have any encounter-long effects though, so it's got that against it. [COLOR=#0000ff][b]Tentacles of Cryonax (HotEC):[/b][/COLOR] This power is pretty awesome: You create giant, icy tentacles that grab foes and damage those same foes just by being near the tentacles. Like Yan-C-Bin's breath, it takes minor actions to sustain the tentacles, and there's an chance to either add a tentacle or remove a tentacle, but there's a lesser chance of the removal happening. [COLOR=#ff0000][b]Twilight of the Soul (FRPG):[/b][/COLOR] The initial damage is a little higher, but this power is basically outclassed by Nightshade Dreams. [COLOR=#0000ff][b]Venomous Webs (AP):[/b][/COLOR] Decent damage, and a (save ends) combat advantage starts this power, and if the enemy moves, it also takes ongoing damage equal to your Intelligence modifier, even if the initial attack missed. Worth a look by Star Hexblades, who actually have an Intelligence modifier worth talking about. This power is basically tailor-made to strike at powerful skirmishers; don't use it on enemies who you think will sit still. [COLOR=#800080][b]Well of Death (D372):[/b][/COLOR] A high damage daily, but only if your ally sacrifices a healing surge. Only really good to use if you have a high-Con defender on your side. [Size=4][b]Constitution[/b][/size] [b]Avernian Eruption (PHB):[/b] An area burst that inflicts ongoing damage no matter what. Decent enough.[b] Blistering Torrent (D382):[/b] Close blast damage, which deafens foes without a save (kind of meh). Save ends slowing also ensues for Infernal-types who use this power, which makes it a little better. [COLOR=#00ccff][b]Hunger of Hadar (PHB):[/b][/COLOR] Quite simply, one of the best powers this level. The zone it creates automatically damages foes, and sustaining the zone with a minor action gives you an additional attack against all enemies in the zone. A prime pick for Infernal Hexblades.[COLOR=#ff0000] [b]Tyrannical Threat (AP):[/b][/COLOR] This power is based around the Warlock's Curse, which you don't have. So for you, it's basically a weak close burst attack. You have better options. [COLOR=#0000ff][b]Vestige of Baatar (D383):[/b][/COLOR] Basically a worse Smoking Crown at first. If you can find a way to penalize an enemy's saving throws, though, you can knock them unconscious. And Coup de Graces are always excellent when you're delivering them. [b][COLOR=#800080]Vestige of Ugar (AP):[/COLOR][/b] Without all the Vestige Pact goodies, this power is all about the zone it creates. Having an autodamage zone isn't a bad thing at all, although Hunger of Hadar does most of it better. What this power does have going for it is that the zone denies concealment; if you encounter a lot of lurkers, this might get a nod over Hunger of Hadar. [b]Vestige of Xandor (AP):[/b] An interesting pickup. It'll do damage no matter if you hit or miss, and also dazes on a miss. Being influenced by Xandor is an interesting condition; it's enough that this might be worth a look, even without the Vestige Pact goodies. [Size=4][b]Intelligence[/b][/size] [COLOR=#0000ff][b]Fury of Gibbeth (D366):[/b][/COLOR] An excellent pickup for Star Hexblades. This power has some inherent accuracy built into it, decent damage, and continually forces a foe to make an acrobatics check or fall prone. Used on enemies with bad acrobatics scores (it should be easily to tell which aren't very acrobatic), you can lock down their movement for a while. [Size=4][b]No Ability[/b][/size] [b]Hellsworn Blessing (D382):[/b] Although flavored for Inferal Hexblades, this power requires no ability score to work. You essentially up an ally's striking potential, which is useful if you're the second striker in a party. It doesn't work on you, though, so tough. Infernal Hexblades, in addition to the bonus to attack and damage rolls, confer fire resistance too.[/sblock] [b]Level 15[/b] [sblock]Charisma [b]Armor of Summer's Glory (HotFK):[/b] You get a decent bonus to all defenses (only against melee and ranged attacks though - it doesn't work against bursts or blasts), you become a giant lightbulb, and your secondary attack is... okay. Fixed damage means you can't really improve it a whole lot, but it's a minor action, which is okay. [COLOR=#ff0000][b]Curse of the Golden Mist (PHB):[/b][/COLOR] This power denies a foe its standard action, but it deals no damage. And however much of a secondary controller you are, you are a striker primarily. Dealing damage is what you're supposed to DO. [COLOR=#800080][b]Dark Lady's Gift (FRPG): [/b][/COLOR]Weak initial damage, with ongoing (5) psychic damage that damages enemies around the victim when the victim fails to save against it. A little gimmicky, compared to some of the more reliable options this level. [COLOR=#00ccff][b]Dark Rain of Mutuz-Vot (AP): [/b][/COLOR]Area burst damage, and it creates a zone that automatically (save ends) blinds enemies who enter it or start their turn in it. A fantastic way to keep yourself and your allies safe for a battle; if the enemy saves against the zone, just have you or an ally push, pull, slide, or teleport them back in there. [b]Dream of Mual-Tar (HotEC):[/b] A huge close blast that induces ongoing damage, and as long as the ongoing damage persists, creautes near the target take damage as well (this includes your allies; be careful about that). The blast also creates a zone that induces vulnerability to Thunder and Lightning, which suits Eleblades just fine. Sustaining the zone takes a minor action, and has a small chance to either give creatures in the zone shifts or slow creatures in the zone. There's a lot going for this power, but it can also be used against allies as well. [b]Far Realm Glimpse (D366):[/b] Targets fortitude, but has some accuracy built in. Single target damage is okay, and dazes the enemy. If that enemy doesn't spend its one action running away from you, it takes even more damage and gets dazed again... somehow.[COLOR=#800080] [/COLOR] [COLOR=#0000ff][b]Kimmerial's Smile (FRPG):[/b][/COLOR] Damage a foe, and daze them. The daze doesn't end until the victim hits with an attack. So be sure to have you and your allies debuff that one foe's attack as much as possible, to enjoy the sweet daze effect even longer. [b][COLOR=#0000ff]Plague of Frogs (AP): [/COLOR][/b]Another area burst attack that creates a damaging zone. And like the others, not a bad pickup. [b]Touch of the Two Moons (DSCG):[/b] Good single target damage, and you can push enemies near that foe quite a long distance away. A good way to isolate an enemy, or disrupt a troublesome formation. Worth a look. [COLOR=#00ccff][b]Visage of Zhudun (D366):[/b][/COLOR] No initial attack here: just creates an autodamage zone that, when you sustain it with a minor action, gives you an extra attack against all enemies within the zone. Overall, an excellent pick this level. [b]Vortex of Fire (HotFK):[/b] Okay initial damage in an area burst, and create a damaging zone. Sustaining the zone doesn't give you extra attacks like some other attacks here, but you can move it around with move actions, so it has its points. [b][COLOR=#0000ff]Whispers of the Void (HotFK):[/COLOR][/b] Decent initial damage, and (save ends) dazing. But while the foe is dazed, you can also mess with their one action, causing them to spend their turn doing nothing, lash out at a random creature, and force them to attack an ally. Definitely worth a look. [Size=4][b]Constitution[/b][/size] [COLOR=#0000ff][b][/b][/COLOR][b]Blasphemous Utterance (D382):[COLOR=#0000ff][/COLOR][/b][COLOR=#0000ff][b] Caution of Dispater (AP):[/b][/COLOR] Not a bad pickup at all. Initial Damage is okay, but the real good part is the autodamage the foe takes as long as only you are attacking him (I am correct in that only Infernal Hexblades are looking here, right?). [COLOR=#800080][b]Evil Expulsion (D382):[/b][/COLOR] Deals the same damage as Two Moons does, but lacks its extreme pushing power. [COLOR=#800080][b] Fireswarm (PHB):[/b] [/COLOR]Deals decent damage on the first hit, but sustaining it with a standard action makes it lose some of its punch. Probably not what you're looking for here, since there are other powers that deal damage on its level AND have other effects. [COLOR=#0000ff][b]Hellfire Soul (D372):[/b][/COLOR] Single-target damage on this power is okay, but what you really want is for this spell to be the finishing blow; if you do, you have a dominated minion for the rest of the encounter. So be sure to reserve it for bloodied enemies on their last legs. [COLOR=#00ccff][b]Tendrils of Thuban (PHB):[/b][/COLOR] An area burst with excellent damage, which immobilizes foes. On top of that, it creates a zone that grants you an extra attack against foes in the zone when you sustain it. And the immobilization means its likely that you'll get those extra attacks. At top pick for Infernal Hexblades this level. [COLOR=#0000ff][b]Thirsting Maw (PHB): [/b][/COLOR]Deals solid single target damage, and gives you free healing. Sustaining the power with a minor action gives you automatic damage until the foe makes a saving throw. And each of those minor actions you used to damage the foe? More free healing for you. This can be a lifesaver. [COLOR=#800080][b]Vestige of Leraje (AP):[/b][/COLOR] Weaksauce single target damage + ongoing 5. Come on, this isn't Heroic Tier anymore. Step it up! [b]Vestige of Solis (AP): [/b]You strike a single enemy with meh damage and ongoing 10, and then you unleash a secondary attack that dazes and defeans (save ends) that foe and a bunch of enemies around it. Okay, but not great. [b]Vestige of the Unknown Arcanist (D383):[/b] Weak damage, but allows you to disappear a foe for a few rounds. If you want one foe gone so that your party can all focus on another, this is something to check out.[/sblock] [b]Level 19[/b] [sblock]Charisma [COLOR=#0000ff][b]Baleful Eye of Imix (HotEC):[/b][/COLOR] This power conjures an eye that inflicts ongoing damage on creatures who start their turns next to it, which makes this a pretty sweet power for parties that have a lot of forced movement effects. It also has a secondary attack attached to it that deals good damage and pulls enemies near the eye next to it, so that the ongoing damage is inflicted when their turn starts. Sustaining the eye requires a minor action, and while it is possible that you might not be able to use the secondary power for one turn, there is also the chance for some autodamage as well. Overall, quite solid.[COLOR=#0000ff][b] Delusions of Loyalty (PHB):[/b][/COLOR] Hitting the foe with this attack causes that enemy to attack whoever attacked you last. You keep the enemy hitting those who hurt you with minor actions. An overall nice power this level.[COLOR=#800080] [b]Dread Briars (D375): [/b][/COLOR]Weak initial damage, with ongoing 10 necrotic damage and immobilization (save ends). Fey Hexblades get to ignore necrotic resistance with this attack, but honestly? You've got much better choices this level.[COLOR=#800080][b] [/b][/COLOR][COLOR=#0000ff] [b]Force of Nature (AP):[/b][/COLOR] This power deals big damage, knocks a foe prone, and pushes it away. Star Hexblades can push farther than anyone, but it's nice for any Hexblade who wants a massive one-off attack.[b] Maelstrom of Despair (AP):[/b] The initial attack is decent, but the effect, which punishes foes for rolling saving throws, is what this power is about. Since it scales with the Intelligence modifier, Star Hexblades like this a lot, but Fey Hexblades get a boost to their saving throws when sustaining the effect.[b] Memory of Blades (HotFK):[/b] The big brother of Emerald Shield, in that it proves a shield bonus to AC and Reflex and punishes foes for attacking you. Its punishment attack includes multiple foes though, so that's new. [b]Nightshade Cloud (HotFK):[/b] Decent initial damage, and you make it so that foes can't shift and can't be near your allies or else their dazed. You also create a zone that you can slide enemies in. Not too bad, overall. [COLOR=#0000ff][b]Passionate Betrayal (FRPG):[/b][/COLOR] A (save ends) dominate, that is penalized for every unbloodied non-minion enemy in the battle. Throw this out at the beginning of the fight, and you should have the victim dominated for a while. Just be sure not to attack the target while it's dominated: it gets an extra saving throw against the effect if you do that. The power also (save ends) dazes if you miss with it, although I hope it doesn't come to that too often. [COLOR=#800080][b]Rain of Lead (HotFK):[/b][/COLOR] Decent initial damage in a close blast, and you restrain the foes (save ends). Unfortunately, if those foes take 20 or more damage, they get extra saving throws against the technique. There's also the difficult terrain created by the power, but you inadvertantly ending your own effect by hitting the enemy? Not cool. [b]Voice of the Dictator (DSCG):[/b] A (save ends) domination power that damages the dominated foe when it fails a saving throw, and gives temporary HP to your allies. Good, if you can managed to scrounge up so saving throw penalties against the enemy who is dominated. [b]Wrath of Acamar (PHB):[/b] You damage a foe and disappear them to a starry realm, where they can't effect the battle and take damage. A saving throw brings the enemy back, but by then hopefully you've taken care of the enemies you needed to. [Size=4][b]Constitution[/b][/size] [COLOR=#0000ff][b]Vestige of Amaan (AP):[/b][/COLOR] Damage a foe, immobilize him, and give him vulnerable 10 all (save ends). Not a bad daily, even without the Vestige pact riders. [COLOR=#800080][b]Vestige of Kronata (D383):[/b][/COLOR] Weak initial damage with ongoing damage in an area burst. This just doesn't cut it now. [COLOR=#ff0000][b]Vestige of the Burned Emperors (AP):[/b][/COLOR] Deals nothing but damage, and the modifier to damage for this power is Intelligence, which isn't a priority for Infernal Hexblades. If you want a big damage power, may I recommend Force of Nature? [b]Void Star (AP):[/b] An interesting power. Inflicts ongoing damage, and allows you to steal any HP that enemy would gain. Save this for regenerating foes. [Size=4][b]No Ability[/b][/size] [COLOR=#0000ff][b]Minions of Malbolge (PHB):[/b][/COLOR] A successor of sorts to Armor of Agathys. You get 25 temporary hit points, and you automatically damage foes who come near you, along with pushing them. The autodamage and pushing end with the temporary hit points, but its still not a bad spell to have in your repertoire.[/sblock] [b]Level 29[/b] [sblock]Charisma [b]Armor of the Void (HotFK):[/b] You get a pretty impressive bonus to AC, and damage foes who still manage to hurt you while teleporting them away. You can end the ongoing bonus for a one-off attack that teleports foes around, but I don't like that you have to lose the AC bonus to get it. Still not a bad pick, though. [b]Arrangement of Disorder (AP):[/b] You teleport foes and allies alike with this power. Interesting for rearranging the battlefield as you need it. [COLOR=#00ccff][b]Caiphon's Abominable Melody (D366):[/b][/COLOR] An absolutely brutal daily attack. It has accuracy built into it, forces 3 conditions on an enemy (that they have to make separate saving throws against). As long as at least on condition persists, the foe takes more damage on its turn. And finally, you get to reduce damage made against you to 0 half the time you're hit. Sure, you or your ally takes a little damage while the enemy is still suffering an effect, but this is still a great capstone to have on your side. [COLOR=#0000ff][b]Curse of the Dark Delirium (PHB):[/b][/COLOR] Like domination, but better. You don't deal damage directly with this power, but if you can control an elite monster that can attack with a minor action, you might be able to do good with this. [b]Dregoth's Ashen Curse (DSCG):[/b] Mediocre initial damage, but you get ongoing damage and slowing (save ends). And when the foe save against that, they get the same conditions + (save ends) weaking as an aftereffect. Not too bad. [COLOR=#0000ff][b]Eyes of the Victim (AP):[/b][/COLOR] The damage on this power isn't impressive for an epic power, but its effect is. You inflict the foe with blindness, which can spread to other enemies who start their turns next to the victim. Said foes also gain the blindness contagion, so they in turn can spread it to other enemies. For parties that can force foes to move a lot, this is an interesting pick. [b]Fury of Ogremoch (HotEC):[/b] This power causes immobilization as an effect, which can then progress to restraining and finally petrification. Enemies making a save against the effects cause damage to themselves and enemies around them. Definitely a control-type power. [COLOR=#800080][b]One Final Sacrifice (FRCG):[/b][/COLOR] A pure damage power. Damage is kind of eh at first, but gets better if you cause allies pain. The damage you cause to allies will always be worse than the extra damage you cause with the power, making this an iffy choice at best. [COLOR=#0000ff][b]Soul Cutter (HotFK):[/b][/COLOR] Yet another pure power option for you, but this is worth a look. First off, as a Weapon vs. NAD attack (yes, you actually use your Pact Weapon for this daily power), it's pretty accurate. It also allows you to reroll any damage dice you don't like, so you'll probably end up causing some good damage with it. [COLOR=#800080][b]Spread the Corrosion (FRPG):[/b][/COLOR] Another power that causes nothing but damage. It's kind of meh, but its to three enemies. Still not that good for you, though. [Size=4][b]Constitution[/b][/size] [COLOR=#00ccff][b]Doom of Delban (PHB):[/b][/COLOR] You summon a giant laser from the heavens, to smite all foes against you. This is one of the big hitters of this level, since you can sustain it with standard actions (and increase its damage with each sustain). Sustaining it hurts you though, so be careful. Still an excellent pick this level.[COLOR=#0000ff][b] Forbiddance of the Ninth (AP):[/b][/COLOR] You create a wall of flames, which damages friend and foe alike. You also gain a pretty awesome minor action attack for the duration of the power. Finally, you can move it next to you with a move action, which can be helpful. A good pick for Infernal Hexblades. [COLOR=#00ccff][b]Hurl Through Hell (PHB):[/b][/COLOR] This power has an awesome name, and is just awesome in general. Heavy damage, and you remove the foe from play for a few rounds (if you pay the minor actions to do so). The enemy returns stunned and prone. Definitely a strong option for an Infernal Hexblade. [COLOR=#ff0000][b]Vestige of the Earthen Maker (D383):[/b][/COLOR] Weak initial damage and ongoing 10, which is weak for epic. Sure it ignores resistances, but this just isn't a good pick for you. [COLOR=#ff0000][b]Vestige of the Master of the Hidden Flame (AP):[/b][/COLOR] Without the Vestige Pact riders, this is just a pure damage power. And you have better choices for a power like that at this level. Skip it. [COLOR=#ff0000][b]Vestige of Zuriel (AP):[/b][/COLOR] Basically the same as the Hidden Flame power for you. Which makes it worthless.[/sblock] [/QUOTE]
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Blades of Cursed Midnight: A Hexblade's Guide (by Lord_Ventor)
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