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At my table: Hexblade removed, Pact of the Blade enhanced
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<blockquote data-quote="Hawk Diesel" data-source="post: 7306440" data-attributes="member: 59848"><p>Based on how WotC has been approaching class design, I doubt this is going to happen. At least not officially or with official support. A great example is the Storm Sorcerer. I think a great many people would agree that its original incarnation with domain type spells was a good step for the Sorcerer class. It gives them something close to the number of spells known compared to a Bard and the number of spells a Wizard can memorize per day, as well as assures that the player will have some thematic spells and design room for a bit of versatility. But rather than revamp the previously published Dragon and Wild Magic Sorcerer, they removed the domain spells from the final design released in SCAG.</p><p></p><p>Additionally, having played a Warlock (non-Hexblade) to high level, I don't think it needs a power boost. Invocation support for each of the Patrons and Pacts perhaps, and making Hex a class feature rather than a spell, sure. I don't expect the latter to happen officially, but I also don't expect that Wizards will re-release the previous Patrons. </p><p></p><p>Also this argument is a bit harder to accept if you look at the Raven Queen patron (originally released alongside the Hexblade in the same Unearthed Arcana). That patron option was certainly in line with what we have come to expect from Patron abilities at 1st level. </p><p></p><p>Another example is the Celestial patron released in XGtE, which is also underwhelming in comparison to the Hexblade. The light cantrip is a thematic ribbon at best, and sacred flame is to give them access to a signature ability different from eldritch blast (which would be necessary given the super low number of cantrips warlocks get to begin with). So the Celestial gets a ribbon ability, near 1-for-1 eldritch blast replacement, and an ability to provide some healing. Meanwhile, the Hexblade gets medium armor, shield, and martial weapon proficiencies, can use their primary stat in place of attack and damage with melee weapons, a super roided out version of Hex that requires no concentration, and steals the Fiend Patron's ability to boot.</p><p></p><p>So yea, while Mearls may have said something along those lines, both history and contemporary design examples contradict that argument. As long as the Hexblade exists as a Patron, there is literally no reason to ever NOT pick that patron or you would be crippling your character. Why would I choose Fiend Pact when Hexblade can do what I do, but better because of the increased combat capabilities ensuring that he kills more enemies and thus gets more temp HP? Why Would I choose Great Old Old when compared to all that the Hexblade gets, I get a really short range telepathy (let's be honest, the range of the GOO Patron's telepathy should be minimum 60')? The only patron the <em>sort of</em> stands up is the Archfey, but only because fear/charm is a pretty nice ability at 1st level. But even then, most of the Hexblade's abilities are always on, while the Archey is only once per short rest. </p><p></p><p>Choosing anything but the Hexblade cripples the Warlock. That to me is the very definition of broken and unbalanced.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7306440, member: 59848"] Based on how WotC has been approaching class design, I doubt this is going to happen. At least not officially or with official support. A great example is the Storm Sorcerer. I think a great many people would agree that its original incarnation with domain type spells was a good step for the Sorcerer class. It gives them something close to the number of spells known compared to a Bard and the number of spells a Wizard can memorize per day, as well as assures that the player will have some thematic spells and design room for a bit of versatility. But rather than revamp the previously published Dragon and Wild Magic Sorcerer, they removed the domain spells from the final design released in SCAG. Additionally, having played a Warlock (non-Hexblade) to high level, I don't think it needs a power boost. Invocation support for each of the Patrons and Pacts perhaps, and making Hex a class feature rather than a spell, sure. I don't expect the latter to happen officially, but I also don't expect that Wizards will re-release the previous Patrons. Also this argument is a bit harder to accept if you look at the Raven Queen patron (originally released alongside the Hexblade in the same Unearthed Arcana). That patron option was certainly in line with what we have come to expect from Patron abilities at 1st level. Another example is the Celestial patron released in XGtE, which is also underwhelming in comparison to the Hexblade. The light cantrip is a thematic ribbon at best, and sacred flame is to give them access to a signature ability different from eldritch blast (which would be necessary given the super low number of cantrips warlocks get to begin with). So the Celestial gets a ribbon ability, near 1-for-1 eldritch blast replacement, and an ability to provide some healing. Meanwhile, the Hexblade gets medium armor, shield, and martial weapon proficiencies, can use their primary stat in place of attack and damage with melee weapons, a super roided out version of Hex that requires no concentration, and steals the Fiend Patron's ability to boot. So yea, while Mearls may have said something along those lines, both history and contemporary design examples contradict that argument. As long as the Hexblade exists as a Patron, there is literally no reason to ever NOT pick that patron or you would be crippling your character. Why would I choose Fiend Pact when Hexblade can do what I do, but better because of the increased combat capabilities ensuring that he kills more enemies and thus gets more temp HP? Why Would I choose Great Old Old when compared to all that the Hexblade gets, I get a really short range telepathy (let's be honest, the range of the GOO Patron's telepathy should be minimum 60')? The only patron the [I]sort of[/I] stands up is the Archfey, but only because fear/charm is a pretty nice ability at 1st level. But even then, most of the Hexblade's abilities are always on, while the Archey is only once per short rest. Choosing anything but the Hexblade cripples the Warlock. That to me is the very definition of broken and unbalanced. [/QUOTE]
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At my table: Hexblade removed, Pact of the Blade enhanced
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