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Single class Hexblade - missing something?
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<blockquote data-quote="ClaytonCross" data-source="post: 8083992" data-attributes="member: 6880599"><p>#1 I have rare played past level 10 and that is common based on statistics from wizards of the coast and D&D Beyond. That means no Mystic Arcanum and rarely more than 2 spell slots.</p><p></p><p> #2 It may be on the "full caster" list but it has about as much magic as a barbarian with the magic initiate feat on average (I am exaggerating but not by a lot). If your using a level 5 pact slot to cast hex is basically a level one spell even if your level 5 and its a level 3 spell slot.</p><p></p><p>#3 Its also very common to have one encounter days or multiple encounter days in dungeon where short rests are not possible and this has been true for me under every GM I have ever played under (only about 6 GMs but still). These are not "running seriously messed-up adventuring days", is an in and out mission in enemy territory. You pass your stealth checks to avoid patrols hit your target and get out. Your attacking the enemy strong hold the alarm is sound and the guards are looking for you... it doesn't make since to stop some where for an hour to rest for the warlock when its putting the rest of the party in damager. The long rest "actual" full casters running spells with duration are pushing to move to the next room before their level 3 spell slot runs out such as spiritual guardians to conserve their resources before the be boss fight. <strong>These are common and all driven outside of the players control. It makes since that players would want to mitigate this</strong>. I have very rarely been able to use short rests to help the team unless the GM specifically wrote some in for me. 1/3rd casters like the Eldritch Knight and Arcane trickster have more spell slots at level 4 than warlocks do at level 10. </p><p></p><p>I love warlocks, but I have not been able to make Hexblades work as a melee fighter gish without being a nuisance to my party. I have done a scout with utility casting, a caster tank, and a ranged damage but I have tried 3 times with Hexblade to make a working melee character and they basically unless I do a polearm build were I support other melee. I will say we play with PC death an the encounters are kept to level where death is possible. This is to push for stealth, roleplaying our way out, but leaving it so if we fight its not a 100% party wipe. It also means we don't get in needless battles all day because our objective is pretty much never kill the guards. Fighting them generally just lowers our success rate. It still happens, but we try to avoid it.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 8083992, member: 6880599"] #1 I have rare played past level 10 and that is common based on statistics from wizards of the coast and D&D Beyond. That means no Mystic Arcanum and rarely more than 2 spell slots. #2 It may be on the "full caster" list but it has about as much magic as a barbarian with the magic initiate feat on average (I am exaggerating but not by a lot). If your using a level 5 pact slot to cast hex is basically a level one spell even if your level 5 and its a level 3 spell slot. #3 Its also very common to have one encounter days or multiple encounter days in dungeon where short rests are not possible and this has been true for me under every GM I have ever played under (only about 6 GMs but still). These are not "running seriously messed-up adventuring days", is an in and out mission in enemy territory. You pass your stealth checks to avoid patrols hit your target and get out. Your attacking the enemy strong hold the alarm is sound and the guards are looking for you... it doesn't make since to stop some where for an hour to rest for the warlock when its putting the rest of the party in damager. The long rest "actual" full casters running spells with duration are pushing to move to the next room before their level 3 spell slot runs out such as spiritual guardians to conserve their resources before the be boss fight. [B]These are common and all driven outside of the players control. It makes since that players would want to mitigate this[/B]. I have very rarely been able to use short rests to help the team unless the GM specifically wrote some in for me. 1/3rd casters like the Eldritch Knight and Arcane trickster have more spell slots at level 4 than warlocks do at level 10. I love warlocks, but I have not been able to make Hexblades work as a melee fighter gish without being a nuisance to my party. I have done a scout with utility casting, a caster tank, and a ranged damage but I have tried 3 times with Hexblade to make a working melee character and they basically unless I do a polearm build were I support other melee. I will say we play with PC death an the encounters are kept to level where death is possible. This is to push for stealth, roleplaying our way out, but leaving it so if we fight its not a 100% party wipe. It also means we don't get in needless battles all day because our objective is pretty much never kill the guards. Fighting them generally just lowers our success rate. It still happens, but we try to avoid it. [/QUOTE]
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