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Red Flags For Classes In Sources Beyond The Player's Handbook
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<blockquote data-quote="neogod22" data-source="post: 7366739" data-attributes="member: 6857879"><p>Not really. See sure they get profiency in medium armor and martial weapons, but martial weapons is pretty moot if you're going pact of the blade. CHA bonus to attacks and damage is cool, but really what does that add up to, 1-2 or difference at best. Sure it's good if you're taking a CHA based race, but again a minor upgrade. So when we get to Hexblade curse, and it's many things of greatness. The bread and butter of the Hexblade, except you can only use it once per short rest, on 1 target. This means you have to be real selective on it's use and anyone who's been playing 5e, will know that most of the time the fights don't last long enough for it to be great the majority of the time. </p><p></p><p>Sure with medium armor and a shield, they start off with a pretty good AC, but if they also have a weapon in hand, they can't cast spells with somatic and material components unless they take the feat. Even then you need a spell casting focus for most spells which isn't your weapon in most cases. Using AL rules, PHB +1 does not allow you access to SCAG cantrips.</p><p></p><p> So using PHB + XGTE, because the real sweet spot is the invocations, fiend pact has a better spell list. The medium armor is a minor advantage by the Hexblade that can be negated by race choice. Weapon profiency is a minor advantage at lvl 1&2 only, completely obsolete at lvl 3. Hexblade's Curse, while is very good, 1/short makes it pretty weak. </p><p>Dark One's blessing, what you are overlooking are 2 things 1, it can proc with EVERY warlock kill, and 2, it gets stronger as you level. "Hey I need temps, I'm going to EB the 1st small animal I see every morning." </p><p>At lvl 6 Hexblade gets a 1/long rest ability, fiend pact gets a 1/short rest ability. </p><p></p><p>At 10 Hexblade gets an ability that procs off its lvl 1 ability, which means once used, that's 2 abilities gone. Fiend gets an ongoing ability that they can adjust 1/short rest.</p><p></p><p>At 14 Hexblade ability procs the lvl 1 ability to make it a little more useful in a fight, but still ends at the end of the fight, or earlier if spacing is bad. So it's still a 1/short rest ability. Where as the fiend pact has a 1/short rest ability that causes pretty significant unavoidable damage on top of any other damage they are doing (I.e. Eldritch Smite), oh and if the creature dies, the lvl 1 ability procs. Lol.</p></blockquote><p></p>
[QUOTE="neogod22, post: 7366739, member: 6857879"] Not really. See sure they get profiency in medium armor and martial weapons, but martial weapons is pretty moot if you're going pact of the blade. CHA bonus to attacks and damage is cool, but really what does that add up to, 1-2 or difference at best. Sure it's good if you're taking a CHA based race, but again a minor upgrade. So when we get to Hexblade curse, and it's many things of greatness. The bread and butter of the Hexblade, except you can only use it once per short rest, on 1 target. This means you have to be real selective on it's use and anyone who's been playing 5e, will know that most of the time the fights don't last long enough for it to be great the majority of the time. Sure with medium armor and a shield, they start off with a pretty good AC, but if they also have a weapon in hand, they can't cast spells with somatic and material components unless they take the feat. Even then you need a spell casting focus for most spells which isn't your weapon in most cases. Using AL rules, PHB +1 does not allow you access to SCAG cantrips. So using PHB + XGTE, because the real sweet spot is the invocations, fiend pact has a better spell list. The medium armor is a minor advantage by the Hexblade that can be negated by race choice. Weapon profiency is a minor advantage at lvl 1&2 only, completely obsolete at lvl 3. Hexblade's Curse, while is very good, 1/short makes it pretty weak. Dark One's blessing, what you are overlooking are 2 things 1, it can proc with EVERY warlock kill, and 2, it gets stronger as you level. "Hey I need temps, I'm going to EB the 1st small animal I see every morning." At lvl 6 Hexblade gets a 1/long rest ability, fiend pact gets a 1/short rest ability. At 10 Hexblade gets an ability that procs off its lvl 1 ability, which means once used, that's 2 abilities gone. Fiend gets an ongoing ability that they can adjust 1/short rest. At 14 Hexblade ability procs the lvl 1 ability to make it a little more useful in a fight, but still ends at the end of the fight, or earlier if spacing is bad. So it's still a 1/short rest ability. Where as the fiend pact has a 1/short rest ability that causes pretty significant unavoidable damage on top of any other damage they are doing (I.e. Eldritch Smite), oh and if the creature dies, the lvl 1 ability procs. Lol. [/QUOTE]
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