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*Dungeons & Dragons
Pact of the Blade / Bladelock, looking for thoughts
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<blockquote data-quote="Mephista" data-source="post: 6620216" data-attributes="member: 6786252"><p>Counter thought - </p><ul> <li data-xf-list-type="ul">While I agree that Medium armor is something that should happen, I'm not sold on shields. I'm used to thinking in terms of the Hexblade and Soulknife, neither of whom used a shield. Its not a classic image for the class.</li> <li data-xf-list-type="ul">If you go that route, I'd make the level 12 automatic as well - that's basically the Blade's equivalent to Improved Smiting. And I would come up with some other Invocation that improved a "hexblade" style as well; something on par with rituals or super-familiar, but won't be necessary. Maybe like the equivalent of Magic Weapon spell for their blade (see below)?</li> <li data-xf-list-type="ul">I'm actually opposed to giving them access to heavy armor so easily. Much like the Barbarian only gets medium armor in exchange for resistances, the Blade focuses on THP and "reprisal" things like armor of aggy, hellish rebuke that happen when you get hit. Hexblades kind of want to get hit in combat. Too high of an AC is bad for the class.</li> <li data-xf-list-type="ul"> Sure you can; in fact, its kind of a poor move, imho. Tome of the book gives three cantrips without penalty. Chain gets a super familiar (which has issues of its own). I get that eldritch blast is still stronger at some points, but the hexblade gets to add more damage from magic weapons, which offsets. If you don't want to count on magic items, then make an Invocation that lets weapons they summon be automatically magical with bonuses, but won't work with magic items you bond. The problem with Eld.Blast is that it reduces MAD and grants extra attacks at high level beyond what the blade does, not the d10 opposed to d8. </li> <li data-xf-list-type="ul">It is harsh. You're shoving the idea of "no eldritch blasting!" pretty hard. Let it be a choice. Utility versus more damage options.</li> <li data-xf-list-type="ul"> If you want to make it less MAD... you could just change Lifedrinker to 1d8 necrotic damage (equal to the paladin's) which lets you worry less about CHA at all. Really, permitting the hexblade to "dump" CHA is actually the answer to your eldritch blast woes as well. </li> <li data-xf-list-type="ul"> Much like a Paladin's and Ranger spells, and the Ranger's spells, Hex and others spells are a critical part of the Blade's damage output and resistance. But we suffer from Concentration woes. The blade's other invocation can be something to help with that? Alternatively, hack the Fiend path's Dark One's Own Luck to help with more than one save a rest, while letting the Fey and GOO rely on other style spells to avoid damage?</li> </ul></blockquote><p></p>
[QUOTE="Mephista, post: 6620216, member: 6786252"] Counter thought - [list] [*]While I agree that Medium armor is something that should happen, I'm not sold on shields. I'm used to thinking in terms of the Hexblade and Soulknife, neither of whom used a shield. Its not a classic image for the class. [*]If you go that route, I'd make the level 12 automatic as well - that's basically the Blade's equivalent to Improved Smiting. And I would come up with some other Invocation that improved a "hexblade" style as well; something on par with rituals or super-familiar, but won't be necessary. Maybe like the equivalent of Magic Weapon spell for their blade (see below)? [*]I'm actually opposed to giving them access to heavy armor so easily. Much like the Barbarian only gets medium armor in exchange for resistances, the Blade focuses on THP and "reprisal" things like armor of aggy, hellish rebuke that happen when you get hit. Hexblades kind of want to get hit in combat. Too high of an AC is bad for the class. [*] Sure you can; in fact, its kind of a poor move, imho. Tome of the book gives three cantrips without penalty. Chain gets a super familiar (which has issues of its own). I get that eldritch blast is still stronger at some points, but the hexblade gets to add more damage from magic weapons, which offsets. If you don't want to count on magic items, then make an Invocation that lets weapons they summon be automatically magical with bonuses, but won't work with magic items you bond. The problem with Eld.Blast is that it reduces MAD and grants extra attacks at high level beyond what the blade does, not the d10 opposed to d8. [*]It is harsh. You're shoving the idea of "no eldritch blasting!" pretty hard. Let it be a choice. Utility versus more damage options. [*] If you want to make it less MAD... you could just change Lifedrinker to 1d8 necrotic damage (equal to the paladin's) which lets you worry less about CHA at all. Really, permitting the hexblade to "dump" CHA is actually the answer to your eldritch blast woes as well. [*] Much like a Paladin's and Ranger spells, and the Ranger's spells, Hex and others spells are a critical part of the Blade's damage output and resistance. But we suffer from Concentration woes. The blade's other invocation can be something to help with that? Alternatively, hack the Fiend path's Dark One's Own Luck to help with more than one save a rest, while letting the Fey and GOO rely on other style spells to avoid damage? [/list] [/QUOTE]
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