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Hexblade advice - Teleporting into Darkness
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<blockquote data-quote="delph" data-source="post: 8832835" data-attributes="member: 6996123"><p>Hi, I'm going to do very similar character. I'll be Bugbear, so my reach with polearms is 15 ft <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /> But I choose way with sorcerer dip. With 2 reasons:</p><p>1) start as sorcerer gives me con save proficiency, so keeping concentration will be much more easy.</p><p>2) It's sorcerer, so Charisma based and no need of care about intelligence. Can keep focus on CHA, CON, DEX.</p><p>As sorcerer I get 2 first slots for shield or misty steps spells. Not much but still better than have just max spellslot.</p><p>As subclass I was choosing between Shadow and Celestial. Shadow have nice RP reasons, but superior darvision is much more benefit for eldritch blasters. And chance to don't get unconscious is good, but Celestial give me 2d4 bonus when it's necessary (con save, deliver heavy loaded attack with smite or so) and cleric spells (can cast bless as next increase of attack delivering chance and saves succeeding). So it won Celestial Sorcerer.</p><p> </p><p>And now I'll offer some changes for higher levels:</p><p>What about second feat "heavy weapon mastery"? I will use darkness and hexblade curse, so many advantages, and high charisma with /take ASI + feat), so You can deliver next 30 dmg per round with 3 attack per round (and if anyone cast haste on you...)</p><p>What about Spirit Shroud spell? It add 1d8 on 3th spellslot and 2d8 on 5th, everytime when you hit. So If you choose keep concentration on this and use HWM you can deal on 9th lvl:</p><p>3d10 (by glave or etc) + 3*5 (Cha) + 3*4(Hexblade curse) + 6d8 (spirit shroud) + 3*10 (HWM) + 3*? (any magic bonus from weapon, at least +1 from improved pact weapon) + if you really want to see cry your GM, add eldritch smite for next 6d8 (12d8 if you crit and that is not so hard with hexblade curse)...</p><p>(16,5 +15 +12 + 27 + 30 +3) = average 103,5 dmg (before attack chance reduce) + 27 from eldritch smite (without crit) and on 12th level when you get life drinker invocation it's next +15 dmg. (And imagine what it will do when someone cast haste on you + bless for higher chance to hit)</p><p></p><p>And Eldrich mind invocation for advantage on concentration on spell will be really useful when you will be in first line. And you will use concentration spells.</p><p>EDIT: I have been thinking about maddening hex not maddening darkness. Maddening darkness is really cool, and now is giving reason for taking wizard. <s>Madening hex cost you bonus action to deliver just 5 dmg tu enemy and few around. When you have polearm master feat, you have much better thing to do with bonus action.</s></p></blockquote><p></p>
[QUOTE="delph, post: 8832835, member: 6996123"] Hi, I'm going to do very similar character. I'll be Bugbear, so my reach with polearms is 15 ft :cool: But I choose way with sorcerer dip. With 2 reasons: 1) start as sorcerer gives me con save proficiency, so keeping concentration will be much more easy. 2) It's sorcerer, so Charisma based and no need of care about intelligence. Can keep focus on CHA, CON, DEX. As sorcerer I get 2 first slots for shield or misty steps spells. Not much but still better than have just max spellslot. As subclass I was choosing between Shadow and Celestial. Shadow have nice RP reasons, but superior darvision is much more benefit for eldritch blasters. And chance to don't get unconscious is good, but Celestial give me 2d4 bonus when it's necessary (con save, deliver heavy loaded attack with smite or so) and cleric spells (can cast bless as next increase of attack delivering chance and saves succeeding). So it won Celestial Sorcerer. And now I'll offer some changes for higher levels: What about second feat "heavy weapon mastery"? I will use darkness and hexblade curse, so many advantages, and high charisma with /take ASI + feat), so You can deliver next 30 dmg per round with 3 attack per round (and if anyone cast haste on you...) What about Spirit Shroud spell? It add 1d8 on 3th spellslot and 2d8 on 5th, everytime when you hit. So If you choose keep concentration on this and use HWM you can deal on 9th lvl: 3d10 (by glave or etc) + 3*5 (Cha) + 3*4(Hexblade curse) + 6d8 (spirit shroud) + 3*10 (HWM) + 3*? (any magic bonus from weapon, at least +1 from improved pact weapon) + if you really want to see cry your GM, add eldritch smite for next 6d8 (12d8 if you crit and that is not so hard with hexblade curse)... (16,5 +15 +12 + 27 + 30 +3) = average 103,5 dmg (before attack chance reduce) + 27 from eldritch smite (without crit) and on 12th level when you get life drinker invocation it's next +15 dmg. (And imagine what it will do when someone cast haste on you + bless for higher chance to hit) And Eldrich mind invocation for advantage on concentration on spell will be really useful when you will be in first line. And you will use concentration spells. EDIT: I have been thinking about maddening hex not maddening darkness. Maddening darkness is really cool, and now is giving reason for taking wizard. [S]Madening hex cost you bonus action to deliver just 5 dmg tu enemy and few around. When you have polearm master feat, you have much better thing to do with bonus action.[/S] [/QUOTE]
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