Unearthed Arcana Unearthed Arcana: Wizards & Warlocks -- Hexblades, Raven Queens, and Lore Mastery!

Master of Hexes Starting at 14th level, you can use your Hexblade’s Curse again without resting, but when you apply it to a new target, the curse immediately ends on the previous target. Does this mean you can cast it one more time, or over and over again? And does the 1 minute duration reset upon a new target, or does it continue from the previous target?

Master of Hexes
Starting at 14th level, you can use your
Hexblade’s Curse again without resting, but
when you apply it to a new target, the curse
immediately ends on the previous target.


Does this mean you can cast it one more time, or over and over again? And does the 1 minute duration reset upon a new target, or does it continue from the previous target?
 


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Li Shenron

Legend
I like all 3 concepts, very cool.

Hexblade as having an intelligent weapon as patron is very intriguing. I don't think this invalidates bladelocks of other patrons at all, and neither a hexblade tomelock or chainlock. However I would remove all references to the shadowfell. Does the weapon really need to come from there? I think not at all. Not everyone uses the shadowfell. And why not leaving the door open for a heavenly weapon or a relic of the past in the material plane?

The Raven Queen patron is my favourite archetype of the three. The only drawback is that it's a lot more specific than any other patron option.

Loremaster wizard basically covers the generalist archetype so it's very welcome. But it really shouldn't step on Sorcerer's sole unique feature ie metamagic. It doesn't matter that it fits the concept. This kind of stepping on another class's stick is just bad for the whole game. In addition I would also lower the complexity of this subclass a bit more so that it can serve as the low-complexity entry point to 5e for a player who still wants to play a spellcaster.

New invocations are a nice addition, but the restrictions simply mean they won't be used much often, at which point it doesn't matter anymore if such restrictions made sense conceptually.
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
I'd also like a Pact of the Curse, for those like me who would like to play the evil eye/witch angle. 4e add a paragon for any Patron called Hexer, focusing on spreading the warlock's curse feature.

Pact of the Curse:
You learn the Hex spell and can cast it as a ritual requiring 10 minutes and a personal item of the target. If cast as ritual, the Hex does not require concentration and has a duration of 8 hours. Once the target dies, you cannot switch to another creature.

Invocations:
Contagious Hex (requires Pact of the Curse): When a creature under the effet of Hex dies, every enemy within 10' must make a Charisma saving throw or be affected by the Hex.

Damning Hex (requires Pact of the Curse): Target under you Hex have disavantage on one saving throw of your choice.

Delban's deadly attention (requires Pact of the Curse, GOO Patron): As a reaction, when an enemy targets you, he must make a charisma save or becomes frightened. 1/Short Rest.

Evil Eye's Unluck (requires Pact of the Curse, Fey Patron): As a bonus action, you bestow the evil eye on 1 target. This enemy must reroll every roll he makes before the end of his next turn. 1/Short Rest.

Glacial Flame of Cania (requires Pact of the Curse, Fiend Patron): Targets under your Hex gain Cold and Fire vulnerability.
 

gyor

Legend
The PHB is certainly lacking in nice feats for spellcasters. There are plenty of feats that make you think 'this is cool and character defining' for Martial - even the Charger feat, which I once saw a Paladin somehow conspire to use in every combat in Curse of Strahd. However, casters don't seem to get as many. I wonder if the problem lies with metamagic being given to Sorcerers, which - like Battlemaster Manoeuvres - makes it hard to then give the same idea to others. Either way, I do hope that we get some new toys for casters, and hopefully ones that allow people to do the characters that they want to.

Perhaps a simular solution to the battle manuvuers issue would be to make a feat that gives you a taste, say it gives you one meta magic feat and 1 sorcery point which replenishes when you take a short or long rest, keeps it from over shadowing the sorceror, and in fact benifits that sorceror to take it as well.
 

Barolo

First Post
This is only true because 2/3 of the published sorcerers (draconic, storm) specialize on a single damage type. However, the defining characteristic or sorcerers that has been spouted at us since the playtest, their defining characteristic, is supposed to be their innate, flexible control over their spells. While I grant that, at the moment, it makes sense for most sorcs to focus on 1 elemental damage type, it doesn't change the fact that on-the-fly changing the way a spell works is supposed to be what makes them special.

However, even your lightning-based dragon sorcerer would benefit from Spell Secrets. Suddenly, burning hands, cone of cold, shatter, melf's acid arrow, scorching ray (!), all get your bonus damage. Seems nice, yeah?

If the Lore Master had to prepare the spell one way or the other, I would be completely fine with the flexibility. It's the adaptable, as-you-cast, spell manipulation that I think encroaches on sorcerer's territory.

I have seen people complaining that the elements are unbalanced, and that dragon sorcerers should have a way to change the element in the spells in order to benefit more from their elemental affinity feature.

The way I see it, each element works as something different in-game, they are not just boring colours that one can have resistance/immunity/vulnerability. Fire is the baseline spell damage. It usually (but not always) comes in big area effects. Lightning usually follows, damage is often comparable, but the area is typically more limited, making it better for targeting but worse crowd control element.

Cold may be viewed as weak because it targets con instead of dex. But not all monsters are the same, right? So there are those cases when one will want to target con (for instance, when fighting rogue-like enemies with evasion). Poison is kinda weak spell-wise, but is extremely common for monster attacks, and the damage potential is usually nasty (making up more than half of the given monster damage in many cases). Interestingly, it is the least resource-intensive for heroes to counter (protection from poison, for instance, is only 2nd level, does not cost concentration and lasts for one hour). Acid should do a lot of damage, but with the built-in inconvenience that it is not instantaneous.

The elemental cantrips even go one step further and give some elements nice riders, which I find awesome. In reality, I find ray of frost, for instance, more interesting than firebolt, as the former movement penalty may inconvenience some brutes in a much more meaningful way than the later having a slightly higher average damage, and the extra range does not come into play that often.

Having said all that, I feel like easily changing elements downplays their differences and impoverishes the whole game experience, so I definitely do not like this feature on the new wizard tradition.

Now, one may ask me, so what should be the deal with dragon sorcerers? This will go off-topic, but I guess is fair play, as I am justifying my position which points back to the topic. My answer is simply I don't think they are elemental slingers. The resistance part of elemental affinity is nice, because it does not eat up your concentration, but the bonus damage is weaksauce, extremely over-rated. It is quite relevant for cantrip-level damage, which would definitely influence cantrip choice, but on a fireball, cone of cold, chain lightning? Empower spell will easily do more for you, specially on those forsaken moments when luck seemed to have vanished.

In the end, the elements definitely add to the flavour, but they are not the flavour for this origin. The dragon sorcerer has better HPs, comparable to clerics, which are often seen as frontlines. They have potentially better AC than other sorcerers (mage armor is expensive for the small sorcerer spell repertoire). Sorcerers already are better at con saves. So they are somewhat tougher spellcasters. I can see that all optimizers are disappointed, but the origin itself is not specialized in a role, and non-specialization is most often sub-optimal. Yet they are fully functional, and more importantly, they are free to choose any spells they like. For those who played previous editions, with dragons not only as casters but also full of other spell-like abilities, there are plenty of other effects that can be recognized as iconic to dragon sorcery, and as such, fully thematically adequate for dragon sorcerers. Alternate form (Polymorph), spider climb, water breathing were abilities found amongst dragons, as were spells such as suggestion, dominate, sunburst, insect plague, darkness, reverse gravity, gust of wind, detect thoughts, wall of stone, just to list a few.
 

gyor

Legend
The Elemental Substitution should just be a metamagic that the Lore Wizard can access by burning spells, and the sorceror just take.
 

ambroseji

Explorer
I think that's a miss-characterization of how sorcerers actually play. Yes I know lots of people say that they are supposed to be "flexible". But really, sorcerers are basically a magical sledgehammer that overcomes via overwhelming force.

I think the WotC team failed to achieve their design goals, then. According to them, wizards have every answer but need to prepare, sorcerers adapt to their situation, and warlocks punch through with whatever they have. The resource cost of metamagic vs Spell Secrets and Alchemical Magic gives adaptability fully to wizards. It completely solidifies your statement that sorcerers are a sledgehammer. That makes me sad.

Or you could have a spell list that boasts Shocking Hands, Cone of Lightning, Overload, Melfs Electric Arrow, and Lightning Ray for the same effect. I maintain sorcerers need a wider spell selection and possibly an ability to ignore resistances. Spell Secrets could help with some of that, but it would also be partially wasted due to the same reason a sorcerer would want it, they don't stray that much from their elemental specialties unless they absolutely have to. In the end, that makes Spell Secrets a round peg in a square hole: it will technically pass, but to fill in the gaps at the corners for a perfect fit you still need something else. Also of note, it's just a two-level dip right now, and it works on every spell the Lore Master can cast, so if a sorcerer really wanted it, it's not out of reach.

I guess I disagree that it would be wasted on a sorcerer. For a class with limited number of spells known, swapping damage types and saves is extremely useful. If, hypothetically, the devs added spells to flesh out the gaps for the (5?) elemental damage types, you'd end up adding 20+ new spells. I would guess that is a difficult feat if you want distinction between spells aside from damage type. Plus, if this route were taken, now the sorcerer is investing even more heavily in damage spell, reducing what little utility he had in the first place.

The wizard already has the flexibility (with a time requirement), and, arguably would benefit more from adding an extra 20 spells to the game! Any given sorcerer will only be able to use a fraction of them, while a wizard now could use them all.

I can see why that would be more palatable, but I think the current implementation is more in-tune with the narrative flow of the game and how the Lore Master would interact with it. That is to say the Lore Master sees a monster, the Lore Master recalls all of the monster lore they can, and then the Lore Master capitalizes on the knowledge that brings by fine tuning their spells against the monster. An additional limitation (such as a rest-recharge) wouldn't be out of the question, it is perhaps too potent when effectively at-will.

For me, wizards are always going to be the class about research and preparation. In the game I would like to play, there shouldn't be anything that changes that fact.

I'm not sure what you mean about the narrative flow of the game, but I would much rather see a wizard with an ability to re-memorize spells on a short rest than this. Even if that memorization included some meta-magic stuff. If that happened, I would be completely fine with it.
 

Fritzo

First Post
Perhaps to bring lore mastery in line with the idea of a wizard as the preparation specialists. Spell secrets could be changed so you choose an element of those listed at the end of a short rest, then from that point on you can change the damage of a spell you cast to that type at will.

Also if they keep the charisma for damage and attack in i'd prefer it be added as an invocation so all warlocks can use it. I've also seen on other forums how mace of dispater is better than paladins smite with no upper limit on the spell slot expanded.
 

G

Guest 6801328

Guest
I think it would be a blast to play a Raven Queen lock. It is one of my favorite of the new sub-classes, the vast majority of which I don't like at all.

My three favorites are now:
Tranquility Monk
Raven Queen Warlock
Phoenix Sorcerer

EDIT:
Regarding Lore Wizard, I find it curious/humorous/wrong that the best meta-magic suddenly goes to the Wizard class.
 


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