D&D 5E xanathar's guide to everything class options thread


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I'm not super thrilled about Hexblade and getting to use Charisma as the attack stat, but I may be the odd one out. I didn't like that in other editions, either.

I wasn't to thrilled either, but now there is a drawback. Now you habe to attune at the beginning of the day. So if you somehow lose your weapon you have a problem.
Also it can't be used for two habded weapons. A decent dexterity or strength is still useful as you only wear medium armor. A decent strength is needed too if you don't want to be encumbered too easily.
Only thing I would add: if you take lifedrinker... you don't add charisma twice but add your normal stat instead.
 

I wasn't to thrilled either, but now there is a drawback. Now you habe to attune at the beginning of the day. So if you somehow lose your weapon you have a problem.
Also it can't be used for two habded weapons.
If you select Pact of the Blade and use a Two Handed Weapon Magic Weapon as your Pact Blade, you can have a two handed Charisma based weapon. I don't see a way to abuse this really - there are not a lot of other combat abilities that are based off of Charisma. A Paladin/Hexblade might have some fun with it, but that is a heavy investment for the trick.
Only thing I would add: if you take lifedrinker... you don't add charisma twice but add your normal stat instead.
Lifedrinker adds your charisma to damage. Hex Warrior adds charisma to damage. I see nothing that would prohibit adding Charisma to damage twice - once for each ability.

I'm not worried about this being an overpowered subclass, either as a pure class or as something that gets dipped into by other classes. Mock one up at 1st, 6th, 12th, 14th and 17th levels. Compare it to a Vengeance Paladin of equal level. I think the VP is going to be more effective. I sat down and built the melee Hexblade big weapon PC - and I was disappointed.
 

I'm confused.

I have the book, but even so I can't tell which of these is correct re: Empowered Healing:-

* you can apply it to the healing spells cast by a caster who is within 5 feet of you

OR

* you can apply it to healing spells which target creatures who are within 5 feet of you

Is it the caster of the spell or the target of the spell that must be within 5 feet of you to gain the benefit?

I'd say it depends on who rolls the dice at your table. When the cleric casts cure wounds, does that player roll the dice or does the guy getting healed roll? The answer to that, it seems, is the answer to your question.
 

If you select Pact of the Blade and use a Two Handed Weapon Magic Weapon as your Pact Blade, you can have a two handed Charisma based weapon. I don't see a way to abuse this really - there are not a lot of other combat abilities that are based off of Charisma. A Paladin/Hexblade might have some fun with it, but that is a heavy investment for the trick. Lifedrinker adds your charisma to damage. Hex Warrior adds charisma to damage. I see nothing that would prohibit adding Charisma to damage twice - once for each ability.

I'm not worried about this being an overpowered subclass, either as a pure class or as something that gets dipped into by other classes. Mock one up at 1st, 6th, 12th, 14th and 17th levels. Compare it to a Vengeance Paladin of equal level. I think the VP is going to be more effective. I sat down and built the melee Hexblade big weapon PC - and I was disappointed.
Oh. Yes. You are right. I missed that sentence. Thank you.

Sent from my GT-I9506 using EN World mobile app
 

If you select Pact of the Blade and use a Two Handed Weapon Magic Weapon as your Pact Blade, you can have a two handed Charisma based weapon. I don't see a way to abuse this really - there are not a lot of other combat abilities that are based off of Charisma. A Paladin/Hexblade might have some fun with it, but that is a heavy investment for the trick. Lifedrinker adds your charisma to damage. Hex Warrior adds charisma to damage. I see nothing that would prohibit adding Charisma to damage twice - once for each ability.

I'm not worried about this being an overpowered subclass, either as a pure class or as something that gets dipped into by other classes. Mock one up at 1st, 6th, 12th, 14th and 17th levels. Compare it to a Vengeance Paladin of equal level. I think the VP is going to be more effective. I sat down and built the melee Hexblade big weapon PC - and I was disappointed.

I'm not so worried about the Charisma for attack/damage being overpowered, just that it might set a precedent that leads to more "nontraditional" attack stats for weapons. It's always bugged me.
 

I'm not so worried about the Charisma for attack/damage being overpowered, just that it might set a precedent that leads to more "nontraditional" attack stats for weapons. It's always bugged me.
It is hard to balance the game when you have abilities that change a fundamental mechanic and disrupt assumptions. However, I don't have a problem with this one. The magic of the class is focused on weapons and is driven by the charisma of the character. I can see the idea of force of will powering magic that guides the weapon. We already had it in the Lifedrinker mechanic - this just extends it further. Further, a mental attribute being used to power physical attacks is less likely to result in abuses than a physical ability other than strength powering heavy weapon attacks - rule interactions might eventually end up with a finesse two handed weapon, for example, if you start mucking around too much.
 

for everyone complaining about power surge for war wizards, I think we should have an offical errata that changes it from counterspell and dispel magic to sucessful save against magic or missed by a spell attack. I am running it as that in my games.
 

I'd say it depends on who rolls the dice at your table. When the cleric casts cure wounds, does that player roll the dice or does the guy getting healed roll? The answer to that, it seems, is the answer to your question.

But it must be either one way or the other in the rules AND in the game world.

In the game rules it cannot be that the writers made a rule that even they don't know how it works. In the game world, the people who can do this know who it applies to, and it must be the same all over the world. In AL, it simply cannot be unknown. Think of all the game mechanics that modify, say, attack rolls based on the fact that the attacker rolls the d20, not the target. Many rules would simply be unusable as written if the target of the attack rolled the d20.

So, according to the rules, who rolls the healing dice? Caster, or target?
 

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