D&D 5E Action Economy: Hex as a Sword & Shield Character

WarpedAcorn

First Post
Hey Guys!

During our last game our group ventured into the Feywild. We ended up meeting the being that gives our Warlock her power and my character has been completely enamored with the whole situation (he has hated the Fey previously, but has spent an unknown time now in the Fey feasting and enjoying the hospitality of this being...so attitudes have shifted). We also gained a level last session. My "plan" was to take another level in Cleric (currently Fighter 6 / Cleric 1), but thematically I could see my character striking a pact with this Fey being.

I know its not optimal, and my Cha is the bare minimum to multi-class into Warlock. But I am entertaining the notion after the DM mentioned it as a joke. But the arc could be fun.

However, at my core I'm also a player that likes to make solid decisions that improve my character. Taking a level of Warlock is akin to spinning my wheels, so I'm trying to see if there are any benefits to it. The one option is the ability to utilize Hex, adding 2d6 damage / round (which is nothing to sneeze at) and being able to impose Disadvantage on something like Dex so my Spellcasting companions can benefit with their own spells (FYI, our Warlock refuses to use Hex for her own reasons).

My question (finally) is how the action economy works when you are a wielding a Sword and Shield and wanting to cast Hex (V, S, M)? At the start of the fight I am assuming I could cast it, draw the sword, and attack. However, mid-fight, I can drop my sword for free, interact with my Focus/Material, cast Hex, but not be able to pick up the sword right?

As a sidenote, I am about 60/40 against the idea of adding a level of Warlock, but its still a cute enough idea that I want to entertain it a bit longer.
 

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mellored

Legend
Hex does not give a penalty to saving throws. It gives it to skill rolls. Str checks work well if you want to knock people prone (advantage for all melee), dex would help prevent creatures from hideing, and wisdom would help you hide yourself. But not fireball. Though if your DM allows it...

You can cast, draw your sword, and attack.

Moving hex to a new target is not casting a spell. You can do it with your hands full. Though you do need to be able to take an action.

You can also use your warlock slots for cleric spells, like healing word, or bless. Armor of agathys is another decent spell to use.
 

WarpedAcorn

First Post
Hex does not give a penalty to saving throws. It gives it to skill rolls. Str checks work well if you want to knock people prone (advantage for all melee), dex would help prevent creatures from hideing, and wisdom would help you hide yourself. But not fireball. Though if your DM allows it...

Wow, I had thought that Hex applied to Saving Throws as well. How about that!
 

OB1

Jedi Master
Sounds like fun!

Don't forget that you also can get eldritch blast, which will already have 2 beams and give you a good ranged option (if you need one).

It is a bit of a spin, but at 2nd level you can upgrade your eldritch blast or get some nice social pillar support, and at 3rd take Pact of the Blade, which goes well with fighter.

And the short rest slots can be a big help with the Cleric spells.
 

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