Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Blaster class ability; looking for second opinions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Redthistle" data-source="post: 6711211" data-attributes="member: 6778305"><p>For clarification, I'm assuming the Hex Blast Warlock is still limited to 1 spell slot at 1st level, going up to 4 spell slots at 20th-level, before needing a short or long rest, and that cantrips would still accumulate at the standard rate.</p><p></p><p>Also, like the expanded spell list feature from other Warlock archetypes, Hex Blast would still require the use of spell slots.</p><p></p><p>As long as the Hex Blast Warlock faces the same spell slot limitations as regular Warlocks, then this may be workable, and I kind of like it. </p><p></p><p>1. This is not too complex. The table/sketch you provided is good and should stay as is; the "build-up" is an enticing feature. I would advise against increasing the damage cap beyond what is listed. </p><p></p><p>Warlocks have only a single spell slot at 1st level. For a Hex Blast Warlock to even use this at low level, the spell would need to have a Duration of Concentration. Since your description specified that the extra hex dice would vanish if no attack was made within 1 minute of casting it, then "Concentration, up to 1 minute" seems to be implied. Should a successful attack with the maximum number of hit dice then end the spell, or should more attacks be possible within the duration? It seems to me that, in terms of level-balance, that ending the spell would be the fairer option.</p><p></p><p>A 1st level Hex Blaster could do up to (1 + Cha mod) + (1d6 + Cha mod) + (2d6 + Cha mod) damage (if I understand the build-up correctly) with three successful attacks in a single encounter. That, plus cantrips and better-than-a-wizard melee/ranged attack combat capacity, seems reasonable to me.</p><p></p><p>With Duration as described above, a 20th level Hex Blaster with three successful attacks could do (5d6+ Cha mod) + (8d6 + Cha mod) + (11d6 + Cha mod) damage in a single fight with a single use of Hex Blast. Given the length of most combats and the likelihood of a few misses, one spell slot might be all that's needed for a single fight, and with three more slots available, this Warlock is still good to go.</p><p></p><p>2. I like the idea of increasing the number of Hex Dice even with a miss; the idea of that energy being pent up appeals to me. Or perhaps the increase should only occur with a missed attack? Hmmm ...</p><p></p><p>Suppose that each successful attack spent all of the accumulated starting plus hex dice damage, and as long as Concentration was still maintained, the build-up from missed attacks began all over again?</p></blockquote><p></p>
[QUOTE="Redthistle, post: 6711211, member: 6778305"] For clarification, I'm assuming the Hex Blast Warlock is still limited to 1 spell slot at 1st level, going up to 4 spell slots at 20th-level, before needing a short or long rest, and that cantrips would still accumulate at the standard rate. Also, like the expanded spell list feature from other Warlock archetypes, Hex Blast would still require the use of spell slots. As long as the Hex Blast Warlock faces the same spell slot limitations as regular Warlocks, then this may be workable, and I kind of like it. 1. This is not too complex. The table/sketch you provided is good and should stay as is; the "build-up" is an enticing feature. I would advise against increasing the damage cap beyond what is listed. Warlocks have only a single spell slot at 1st level. For a Hex Blast Warlock to even use this at low level, the spell would need to have a Duration of Concentration. Since your description specified that the extra hex dice would vanish if no attack was made within 1 minute of casting it, then "Concentration, up to 1 minute" seems to be implied. Should a successful attack with the maximum number of hit dice then end the spell, or should more attacks be possible within the duration? It seems to me that, in terms of level-balance, that ending the spell would be the fairer option. A 1st level Hex Blaster could do up to (1 + Cha mod) + (1d6 + Cha mod) + (2d6 + Cha mod) damage (if I understand the build-up correctly) with three successful attacks in a single encounter. That, plus cantrips and better-than-a-wizard melee/ranged attack combat capacity, seems reasonable to me. With Duration as described above, a 20th level Hex Blaster with three successful attacks could do (5d6+ Cha mod) + (8d6 + Cha mod) + (11d6 + Cha mod) damage in a single fight with a single use of Hex Blast. Given the length of most combats and the likelihood of a few misses, one spell slot might be all that's needed for a single fight, and with three more slots available, this Warlock is still good to go. 2. I like the idea of increasing the number of Hex Dice even with a miss; the idea of that energy being pent up appeals to me. Or perhaps the increase should only occur with a missed attack? Hmmm ... Suppose that each successful attack spent all of the accumulated starting plus hex dice damage, and as long as Concentration was still maintained, the build-up from missed attacks began all over again? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Blaster class ability; looking for second opinions
Top