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Single class Hexblade - missing something?
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<blockquote data-quote="ClaytonCross" data-source="post: 8084047" data-attributes="member: 6880599"><p>I have on occasion been able to pull of a hex save but you have to have a spell slot left for one thing. Then find and hit the rabbit without it running away which might be harder than it sounds in an underground fortress. On top of that you do realize your talking about spending a spell slot that could be as high as 5 to squeak out one additional level 1 spell effect and that also means if you use one of your new spell slots on a concentration spell like Hunger of Hadar you lose your hex. So <strong>your trick works</strong> and I have even used it but it also traps you into concentration for a lower level spell effect or becomes a time wasting head ache you have to track all the time. If your wanting flexibility this is a problem. It also annoyed some of my GMs similar to the good berries before a long rest with druids. It doesn't work before warlock level 5. Warlock level 5-8 it only works if you fight in the next 7 hours, so there are windows when even doing it times out before your next battle (but not always, 7 hours is a pretty good window). At level 9 when its 24 hours is more reliable but more of a concentration trap. </p><p></p><p>Not bad advice. it is useful, but its also not saving the Hexblade Pact of the Blade builds on its own. I really find taking <a href="https://media.wizards.com/2015/downloads/dnd/SA_Compendium_1.01.pdf" target="_blank">magic initiate warlock as a warlock</a> to be really good because its the same as this trick for on a daily basis but without the drawback, +2 cantrips and the 1st level counts as a warlock spell known which adds to flexibility greatly. Of course you can still use the trick if the situation allows. </p><p></p><p><strong>As far as short rests go</strong>, There is no right way to play D&D and "DMs <strong>should</strong> have been playing with gritty rests" is dependent on context of the campaign and also what the GM/rest of the party wants. My GM is planning to do that for our next campaign but Warlocks should not be only good when playing one specific <em>variant</em> rule. To be clear all the eldritch blast + agonizing blast builds work fine with range and mobility as defense and unlimited but effective cantrips. The only build that fall short is <strong>Pact of the Blade melee warlocks</strong>. Hexblade was an attempt to fix this and the <strong>Eldritch Armor</strong> invocation that is very likely coming out in Tasha's Cauldron of everything is another. So wizards is working on it. The way <strong>Eldritch Armor</strong> works honestly it makes it all functional. I really wish <strong>Thirsting Blade</strong> and <strong>improve pact weapon</strong> were part of the pact of the blade feature so pact of the blade build were not so invocation heavy and more flexible in builds. As it is pact of the blade is more heavily taxed than other builds. My guess is that is to prevent eldritch blast / pact of the blade builds which would be better than rangers at ranged and melee. ....so I can live with it as long as we get <strong>Eldritch Armor.</strong></p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 8084047, member: 6880599"] I have on occasion been able to pull of a hex save but you have to have a spell slot left for one thing. Then find and hit the rabbit without it running away which might be harder than it sounds in an underground fortress. On top of that you do realize your talking about spending a spell slot that could be as high as 5 to squeak out one additional level 1 spell effect and that also means if you use one of your new spell slots on a concentration spell like Hunger of Hadar you lose your hex. So [B]your trick works[/B] and I have even used it but it also traps you into concentration for a lower level spell effect or becomes a time wasting head ache you have to track all the time. If your wanting flexibility this is a problem. It also annoyed some of my GMs similar to the good berries before a long rest with druids. It doesn't work before warlock level 5. Warlock level 5-8 it only works if you fight in the next 7 hours, so there are windows when even doing it times out before your next battle (but not always, 7 hours is a pretty good window). At level 9 when its 24 hours is more reliable but more of a concentration trap. Not bad advice. it is useful, but its also not saving the Hexblade Pact of the Blade builds on its own. I really find taking [URL='https://media.wizards.com/2015/downloads/dnd/SA_Compendium_1.01.pdf']magic initiate warlock as a warlock[/URL] to be really good because its the same as this trick for on a daily basis but without the drawback, +2 cantrips and the 1st level counts as a warlock spell known which adds to flexibility greatly. Of course you can still use the trick if the situation allows. [B]As far as short rests go[/B], There is no right way to play D&D and "DMs [B]should[/B] have been playing with gritty rests" is dependent on context of the campaign and also what the GM/rest of the party wants. My GM is planning to do that for our next campaign but Warlocks should not be only good when playing one specific [I]variant[/I] rule. To be clear all the eldritch blast + agonizing blast builds work fine with range and mobility as defense and unlimited but effective cantrips. The only build that fall short is [B]Pact of the Blade melee warlocks[/B]. Hexblade was an attempt to fix this and the [B]Eldritch Armor[/B] invocation that is very likely coming out in Tasha's Cauldron of everything is another. So wizards is working on it. The way [B]Eldritch Armor[/B] works honestly it makes it all functional. I really wish [B]Thirsting Blade[/B] and [B]improve pact weapon[/B] were part of the pact of the blade feature so pact of the blade build were not so invocation heavy and more flexible in builds. As it is pact of the blade is more heavily taxed than other builds. My guess is that is to prevent eldritch blast / pact of the blade builds which would be better than rangers at ranged and melee. ....so I can live with it as long as we get [B]Eldritch Armor.[/B] [/QUOTE]
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