It is about AC.
Unless you have heavy armor or equivalent, dex is a srcondary stat; you'll want 14. AC is just too useful.
Strength has a hill to climb. With finess weapons, you can use Dex instead of Strength and do fine. With alt-attack-stat, Strength is again only useful if you have heavy armor.
...
One thing I have played with is half stat, but add.
Ie, you add 1/2 of your int (round up) to weapon attacks with your Hexblade if the weapon is not otherwise magically accurate. If it does have a magical bonus to hit, this bonus is reduced to +1.
In addition, if the attack is dex based, add 1/2 of your int (round up) to damage; if strength based, add int to damage.
This is a bit complex. But it does avoid over-stacking with artificer int-to-attack, balances dex and str choices, and maintains bounded accuracy.
It also avoids the trope of swingibg a greatsword with 8 str; the hexblade magic makes middling str/dex usable, but not ignorable.
Max stacked, this is +8 to hit/+10 to damage with str/int, or +8/+8 with dex. With a +3 weapon it becomes +9 to hit/13 or 11 to damage (before proficiency)
A 16 int/14 dex character starts out with +6/+4; a 16 int/14 dex/14 str with +6/+5.
Duelist fighters with 18 attack stat are +6/+6. Archers are +8/+4.
Going for an extreme, 18 str/14 int is +7/+6.
So this is strong, but not out of bounds. May still be a little too good.
Unless you have heavy armor or equivalent, dex is a srcondary stat; you'll want 14. AC is just too useful.
Strength has a hill to climb. With finess weapons, you can use Dex instead of Strength and do fine. With alt-attack-stat, Strength is again only useful if you have heavy armor.
...
One thing I have played with is half stat, but add.
Ie, you add 1/2 of your int (round up) to weapon attacks with your Hexblade if the weapon is not otherwise magically accurate. If it does have a magical bonus to hit, this bonus is reduced to +1.
In addition, if the attack is dex based, add 1/2 of your int (round up) to damage; if strength based, add int to damage.
This is a bit complex. But it does avoid over-stacking with artificer int-to-attack, balances dex and str choices, and maintains bounded accuracy.
It also avoids the trope of swingibg a greatsword with 8 str; the hexblade magic makes middling str/dex usable, but not ignorable.
Max stacked, this is +8 to hit/+10 to damage with str/int, or +8/+8 with dex. With a +3 weapon it becomes +9 to hit/13 or 11 to damage (before proficiency)
A 16 int/14 dex character starts out with +6/+4; a 16 int/14 dex/14 str with +6/+5.
Duelist fighters with 18 attack stat are +6/+6. Archers are +8/+4.
Going for an extreme, 18 str/14 int is +7/+6.
So this is strong, but not out of bounds. May still be a little too good.
Last edited: