At this point the difference is OK, the problem is once EB has four blasts.Rapier with 20 Dex, 20 Cha, Thirsting Blade, and Lifedrinker: 1d8+10 damage twice per round. Average damage: 29 x (chance to hit).
Eldritch blast with 20 Cha and Agonizing Blast: 1d10+5 damage three times per round. Average damage: 31.5 x (chance to hit).
Moreover, 20 Dex/20 Cha is very hard to reach unless you rolled stats and got lucky.
At this point the difference is OK, the problem is once EB has four blasts.
It's not really OK. Consider:At this point the difference is OK, the problem is once EB has four blasts.
I didn't even consider Hex. Using your pact blade instead of your EB means that you're very soon going to lose your Hex. Using EB will means that you can keep your Hex going longer.With Hex, Eldritch Blast becomes clearly superior at 11th level and the Pact Weapon has no way of closing that gap.
I didn't even consider Hex. Using your pact blade instead of your EB means that you're very soon going to lose your Hex. Using EB will means that you can keep your Hex going longer.
And they get to cast the whole thing on an opportunity attack? Zzap-Zzap-Zzap-Zzap?
How so?Hyperbole.
Having to roll an ~8+ (assuming you afford a 14 Con after paying for Cha and either Dex or Str) after every hit is nothingt to sneeze at (and that's only on the early levels, the DC will soon be much higher than 10). Going toe to toe means you're on average losing your hex sooner than hanging out 100 feet away and blasting from thereConcentration checks deserve very little of the gloom and doom they inspire on these boards. They're not that big of a deal in practice.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.