D&D 5E Is Hex actually that great?

Thankfully, this isn't 3rd edition. If a player can fluff it in a way that fits with their character, there's no reason not to go along with it.

Yeah, it is 5e which means it is even worse to abuse rules like this. The rules are written for clarity and ease of play are not written to avoid abuse. It is assumed that players aren't going to abuse them.

I don't really get it, if you really want to abuse rules why not just make your characters higher level. It accomplishes the greater power level that you are looking for without the deception.

As for Hex, it is a workhorse. You don't need to take it for your Warlock to be good, it is just that it is the standard.
 

log in or register to remove this ad



Since it only takes a bonus action to cast...I'm not sure why casting it before combat would really be relevant. You can still attack on your first turn with it.

One advantage, particularly when casting it at high level, would be to cast it, take a short rest, and get the spell slot back again.
 

One advantage, particularly when casting it at high level, would be to cast it, take a short rest, and get the spell slot back again.

Yeah, that would make sense. I don't see it as irritating in the way the bag of rats stuff is though. In the case of a fiend pact warlock it makes perfect sense--since they would do well to sacrifice some small creature each day to start out with some nice temp hit points from their patron feature. Might as well hex the critter before you kill it.

For less nasty warlocks, starting out your day by hexing something (or doing so right before a rest) isn't necessarily the best role-playing thing to do most of the time, but I can see it as something that they could do if they needed the power. It doesn't conflict with the fiction of their powers, basically.
 


Yeah, that would make sense. I don't see it as irritating in the way the bag of rats stuff is though. In the case of a fiend pact warlock it makes perfect sense--since they would do well to sacrifice some small creature each day to start out with some nice temp hit points from their patron feature. Might as well hex the critter before you kill it.
that is the textbook definition of the bag of rats trick.

First time offender should suffer damage equal to the amount of temps he hoped to get, repeating offenes should reduce the max HP by that amount for the next 24h hours
 

that is the textbook definition of the bag of rats trick.

First time offender should suffer damage equal to the amount of temps he hoped to get, repeating offenes should reduce the max HP by that amount for the next 24h hours
Or, you know, you could just tell the player that it won't work and to quit trying to game the system.
 

First up, I'm approaching this spell from the Warlock class only, meaning no multiclassing or other variable factors.

I see the Warlock as a class with very limited spell slots, and Hex is great at lower levels for the damage output it adds.
But as the Warlock levels up and gains access to stronger spells, as well as higher level spell slots, does Hex still make sense?

3rd &4th Level Hex grants 8 hours duration. 5th Level grants 24 hours duration... assuming the Warlock maintains concentration.

Is expending such a high level slot viable for extra damage per hit? Rather than just a higher level spell that deals direct damage? Shatter spell comes to mind.
Pure damage without the messy need to maintain Concentration.

Arguably the Warlock could maintain Concentration and pepper the monster from afar using Eldritch Blast, but what enemy is going to stand there without attempting to swat that Warlock?
So again, higher level Warlocks, is Hex really that great? Should casting it at higher slots give it more benefits than just longer duration? Which I feel is a huge negative since it requires Concentration rendering the Warlock unable to short or long rest anyway.

For a pure Warlock using standard spell slots instead of spell points, no, it's not that great. The best thing about it is its action economy, and the second-best thing is its long duration, but it's only really great as a 1st level spell--Hex V is anemic for a fifth-level spell. Hex I is great for imposing disadvantage on enemies your tank is about to grapple (Hex: Strength) while pounding away with Eldritch Blast in workmanlike fashion; but pure Warlocks on spell slots don't have the option to cast Hex I, only Hex V, which is too expensive.

25% higher damage is nice, but forcing enemies to engage with your highest-AC tank who is Dodging will do a lot more for your loss ratios than the damage boost will. If the monster is inflicting only 10% as much on the paladin grappling him as he would on the Lore Bard, not only have you gained predictability and therefore control over the combat, but you've also effectively boosted everybody's damage output by 900%. You will kill the monster with minimal resource expenditure, heal the Paladin back to full with a single spell most likely, and continue on your way. There are ways to accomplish this without Hex (Cutting Words can impose penalties on ability checks, and so can the wild sorc's Bend Luck) but Hex is by far the cheapest option.
 
Last edited:

Another character that would love you for granting enemies disadvantage on strength checks is a Beast Master Ranger with Panther companion, targets of pounce have a strength check to resist being knocked down.

Unfortunately, panthers trigger a Strength save, not a Strength ability check. Hex doesn't affect saving throws.
 

Remove ads

Top