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*Dungeons & Dragons
Hunter's Mark, Hex, and the illusive balance
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<blockquote data-quote="evilbob" data-source="post: 9666140" data-attributes="member: 9789"><p>Divine Smite is 2d8 radiant for a 1st level spell slot that cannot be wasted. That's much better than 1d6 necrotic. The rider is almost negligible on Hex, since it doesn't affect saves.</p><p></p><p>And yes: the primary benefit of the spell is constantly being able to switch targets for a bonus action. Targets often die quickly in 5.5 - it's hard to get more than 2 uses of a single-target spell on most enemies. Solos are an exception.</p><p></p><p>Replying to your earlier comment: sorry, what I meant was: removing concentration from the spell is so much of a buff that anything else you do to reign it in isn't going to be enough to offset that. Unless you make it useless, like removing the ability to switch targets. My opinion is that this will be too fine of a needle to thread (overpowered vs. useless) so I'd leave concentration alone.</p><p></p><p>If your concern is the duration, the simplest solution would be to not allow it to be upcast. You could probably even limit it to 10 minutes.</p><p></p><p>Sidebar: Ranger's Quarry is way better than Hunter's Mark, and HM is already a little overpowered IMO. That's no action or spell slot: you just have extra damage all the time, forever. That's like the Paladin level 11 feature that just adds 1d8 radiant to all weapon attacks.</p></blockquote><p></p>
[QUOTE="evilbob, post: 9666140, member: 9789"] Divine Smite is 2d8 radiant for a 1st level spell slot that cannot be wasted. That's much better than 1d6 necrotic. The rider is almost negligible on Hex, since it doesn't affect saves. And yes: the primary benefit of the spell is constantly being able to switch targets for a bonus action. Targets often die quickly in 5.5 - it's hard to get more than 2 uses of a single-target spell on most enemies. Solos are an exception. Replying to your earlier comment: sorry, what I meant was: removing concentration from the spell is so much of a buff that anything else you do to reign it in isn't going to be enough to offset that. Unless you make it useless, like removing the ability to switch targets. My opinion is that this will be too fine of a needle to thread (overpowered vs. useless) so I'd leave concentration alone. If your concern is the duration, the simplest solution would be to not allow it to be upcast. You could probably even limit it to 10 minutes. Sidebar: Ranger's Quarry is way better than Hunter's Mark, and HM is already a little overpowered IMO. That's no action or spell slot: you just have extra damage all the time, forever. That's like the Paladin level 11 feature that just adds 1d8 radiant to all weapon attacks. [/QUOTE]
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