D&D 5E Hex is a WAY better spell than Hunters Mark


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It's pretty good vs a grappling monster...

Not really, it's still very situational. And of course, you can adjust for it, but the DC of the grappling for most grappling monsters is fixed (escape DC 18 for the kraken for example), not linked to an ability score.

Isn't hunter's mark a concentration spell too?

It is, but at least the ranger (primary Hunter's Mark user) can certainly be ranged, and has enough spells to recast it, whereas if you take Hex through a feat, it's immediately very costly.
 



If you are choosing one or the other for the increased damage output, there are a couple other things to consider.

Hex applies to any attack, but Hunter’s Mark only applies to any weapon attack. That’s why Hex is really good for spellcaster’s, especially Warlocks who focus on Eldritch Blast or for spells that make multiple attack rolls.

On the other hand, Hex is always Necrotic damage which can be a solid damage type. However, their are a lot of creatures (especially undead) that resist or are immune to Necrotic damage. Hunter’s Mark meanwhile, doesn’t specify a damage type and many people tend to make that extra damage be whatever type the weapon deals which gives you more options (I believe even Sage Advice leans towards this conclusion too).
 

Hex is superior to Hunter's Mark, but not so much so that the Ranger will want to blow something as limited as an ASI/feat to get it.
 
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Honestly, in all these years of playing 5e since it came out, there have been extremely few times in which Hex has been useful in its secondary application of lowering an ability check made a difference. Hex is a combat spell, it's obvious when it's cast, and it does not last long enough (see below) to make a difference in combat.

Moreover, it's concentration, if you're a caster, you have a better use for your concentration, and if you're martial, you will get hit often enough that you will lose your concentration anyway.

Frankly, there are many level 1 spells that are much more useful, are cast much more often, and are actually upcast, no-one in our groups has ever upcast hex. And honestly, paying a feat for that seems extravagant to me.
I use it all the time as a Rogue to grapple or shove (dex or str) or to hide (wisdom). I use it a fair abount on social situations too when I know enough ahead of time that I can cast it from afar.

I think the 1d6 is a pretty nice damage boost for a 1st level spell and if you don't get hit (or make your saves) it lasts multiple battles. It is one of very few concentration spells you use in combat that will last more than one battle.

I will agree about the upcast, I have never upcast hex. I do use it more than any other 1st level spell though and the bonus action cast means you don't lose as much as you otherwise would.
 

Not really, it's still very situational. And of course, you can adjust for it, but the DC of the grappling for most grappling monsters is fixed (escape DC 18 for the kraken for example), not linked to an ability score.

If you grapple though it always helps.

It is, but at least the ranger (primary Hunter's Mark user) can certainly be ranged, and has enough spells to recast it, whereas if you take Hex through a feat, it's immediately very costly.
It is, but usually I have slots from something else too, either Arcane Trickster, Eldritch Knight or a wizard multiclass.

The really great thing about feats for spells is it gives you a crap ton of spells known/prepared in addition to an extra casting every day.
 

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