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*Dungeons & Dragons
Mental prison; power creep, typo or working as intended
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<blockquote data-quote="Bardbarian" data-source="post: 7295161" data-attributes="member: 6802784"><p>The hexblade abilitites are more course correction than power creep. Unless you short rest every single combat the hext is very limited and even then only on one target per fight. It will not apply to the vast majority of your targets. </p><p></p><p>As far as the armor proficiency this is a course correction enabling a playstyle that otherwise was not really viable. The melee warlock simply lacked the ability to survive in melee even with the Infernal pact option before. While a ranged warlock can benefit from medium armor they are generally not in melee anyhow unless the party lacks a front line.</p><p></p><p>The level 6 ability is a CR1 creature that hits for 10 damage. at 22hp +3 thp it will only survie one aoe and only that thanks to its resistances. At level 10 it is a cr 1 creature with 10thp and otherwise unchanged from the level 6 version. at level 6 its kind of neat at level 20 its useless. The life drain is not relevant on monsters.</p><p></p><p>At level 10 you get a 50% chance of negating a hit, while nice it uses your reaction and only applies to the one target of your curse. any other creature hits you normally. Shield is generally a better option to use. You should be using your reaction to guarantte a negated hit with shield or to Hellish rebuke, the Armor of hexes is a feature that is nice only when you run out of those other options or as a hail mary against a crit. </p><p></p><p>While frontloaded at level 1 the class drops off severely after that with its main strength being its extended spell list, not the class features. All it achieves is to breath some life into the pact of the blade which it has very blatant intended synergy with. Even then a warlock using Eldritch blast will be easier to play and achieve similar if not better results. Yes the hexblade can use EB but they trade off doing increased damage on one target until level 14 for less useful abilitites from 6-10 and the level 14 abilities on the other warlocks are very good. No save removal from combat and 10d10 damage for example is one of the alternatives. </p><p></p><p>Hexblade is a lot of hype but it serves its purpose of a viable melee build for a class that otherwise should not be in melee.</p></blockquote><p></p>
[QUOTE="Bardbarian, post: 7295161, member: 6802784"] The hexblade abilitites are more course correction than power creep. Unless you short rest every single combat the hext is very limited and even then only on one target per fight. It will not apply to the vast majority of your targets. As far as the armor proficiency this is a course correction enabling a playstyle that otherwise was not really viable. The melee warlock simply lacked the ability to survive in melee even with the Infernal pact option before. While a ranged warlock can benefit from medium armor they are generally not in melee anyhow unless the party lacks a front line. The level 6 ability is a CR1 creature that hits for 10 damage. at 22hp +3 thp it will only survie one aoe and only that thanks to its resistances. At level 10 it is a cr 1 creature with 10thp and otherwise unchanged from the level 6 version. at level 6 its kind of neat at level 20 its useless. The life drain is not relevant on monsters. At level 10 you get a 50% chance of negating a hit, while nice it uses your reaction and only applies to the one target of your curse. any other creature hits you normally. Shield is generally a better option to use. You should be using your reaction to guarantte a negated hit with shield or to Hellish rebuke, the Armor of hexes is a feature that is nice only when you run out of those other options or as a hail mary against a crit. While frontloaded at level 1 the class drops off severely after that with its main strength being its extended spell list, not the class features. All it achieves is to breath some life into the pact of the blade which it has very blatant intended synergy with. Even then a warlock using Eldritch blast will be easier to play and achieve similar if not better results. Yes the hexblade can use EB but they trade off doing increased damage on one target until level 14 for less useful abilitites from 6-10 and the level 14 abilities on the other warlocks are very good. No save removal from combat and 10d10 damage for example is one of the alternatives. Hexblade is a lot of hype but it serves its purpose of a viable melee build for a class that otherwise should not be in melee. [/QUOTE]
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