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<blockquote data-quote="Ovarwa" data-source="post: 7293200" data-attributes="member: 75153"><p>Hi,</p><p></p><p>One level of Hexblade:</p><p></p><p>The biggest thing this offers is leveraging Cha for weapon attack. A character that already plans on Dex or Str 16+ gets much less out of this. A character that plans to do something other than attack with weapons also gets much less out of this.</p><p></p><p>The second biggest thing this offers is medium armor plus shields, something that some otherwise great subclasses that like Cha don't get. A character that already has access to this benefits less from a level of Hexblade.</p><p></p><p>So I see some bards, some sorcerers and maybe some paladins wanting a dip. It's good, but the kind of good that finally makes workable a concept the rules obviously have been trying to support. A melee bard or sorcerer can now be effective. (Spiritual Guardians sounds nice, and makes a case for Divine Sorcerer 1/Hex1/DSX using a melee cantrip, perhaps twinned, perhaps with a spell.)</p><p></p><p>Moon Druids: Most of the game, they are sub-par. Astounding at level 2, and then a fade into being irrelevant at melee and being the least of the full-casters, with a boost at levels 10, 18 and 20. Yay? Most games *do* feature access to good magic items, which other characters can stack with their signature abilities. Moon Druids, not so much. The awesomeness of levels 2&20 seem to overshadow this mostly underpowered and imo poorly designed class.</p><p></p><p>Diviners: They are wizards who get something shiny, so of course they are good! Two uses that must be allocated before dice are rolled is hardly OP, but definitely fun. Maybe they're OF, and that cannot be allowed.</p><p></p><p>Anyway,</p><p></p><p>Ken</p></blockquote><p></p>
[QUOTE="Ovarwa, post: 7293200, member: 75153"] Hi, One level of Hexblade: The biggest thing this offers is leveraging Cha for weapon attack. A character that already plans on Dex or Str 16+ gets much less out of this. A character that plans to do something other than attack with weapons also gets much less out of this. The second biggest thing this offers is medium armor plus shields, something that some otherwise great subclasses that like Cha don't get. A character that already has access to this benefits less from a level of Hexblade. So I see some bards, some sorcerers and maybe some paladins wanting a dip. It's good, but the kind of good that finally makes workable a concept the rules obviously have been trying to support. A melee bard or sorcerer can now be effective. (Spiritual Guardians sounds nice, and makes a case for Divine Sorcerer 1/Hex1/DSX using a melee cantrip, perhaps twinned, perhaps with a spell.) Moon Druids: Most of the game, they are sub-par. Astounding at level 2, and then a fade into being irrelevant at melee and being the least of the full-casters, with a boost at levels 10, 18 and 20. Yay? Most games *do* feature access to good magic items, which other characters can stack with their signature abilities. Moon Druids, not so much. The awesomeness of levels 2&20 seem to overshadow this mostly underpowered and imo poorly designed class. Diviners: They are wizards who get something shiny, so of course they are good! Two uses that must be allocated before dice are rolled is hardly OP, but definitely fun. Maybe they're OF, and that cannot be allowed. Anyway, Ken [/QUOTE]
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