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?
 

I just thought about this, but a few of the new invocation-pact weapons are two-handed. Which poses a problem if you are a small race.

Also Curse Bringer doesn't stack with Hex Warrior, oversight or intentional?
 

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The Hexblade
Because Katanas are magic.

This is a pact with an Artifact weapon, in case that wasn't clear. It's also heavily pact blade themed, but I think you got that already.

Expanded Spell List
Shield, which is totally rad given the warlocks short rest mechanics.
Wrathful Smite, which is worse than Hex in virtually every way, unless you also want to inflict fear for some reason.
Branding Smite, better than Wrathful, but still not worth picking.
Magic Weapon which I could see being used as a legitimate alternative to Hex for t1-t2 characters.
Blink Could save you some pain, but you are trying to be a melee character, so it can also backfire on you when there is a massive hole in the front line.
Elemental Weapon Upgrade to magic weapon, also a potential Hex replacement, if you don't mind the duration.
Phantasmal Killer Not something I would pick.
Staggering Smite Another smite not worth using over Elemental Weapon or Hex.
Cone of Cold Could be nice, to end the world in ice.
Destructive Wave Potentially harder to use than Cone of Cold, also don't scale, but has better damage coverage.

So like half of them are of dubious value, bleh.

Hex Warrior
The level one dip to end all level one dips. Make melee attacks using Charisma without using the Shillelagh cantrip. Of note, this will work on all one-handed weapons, including versatile ones to get a bypass on the two-handed restriction. Also gives you medium armor and shield proficiency so you can get away with skimping on Dex.

Hexblade’s Curse
Something to use your bonus action on once you drop Hex for Magical Weapon. Lets you land more crits and also boosts your damage in general. Once per rest, but it will come through when you need it.

Shadow Hound
This is, weird. You can track someone forever, and negate anything less than full cover for the times you want to use your Eldritch Blast. It's not un-useful, just a bit out of place. Still, it has some interesting exploration pillar potential if you use it to tail someone.

Armor of Hexes
Gives the target of your curse A 50% chance for any hit to instead miss you. It also stacks with disadvantage, which Warlocks have the ability to inflict quite easily. Could be enough to push them to the non-squishy side of the class spectrum. But you have to remember it only works on one target at a time.

Master of Hexes
At this level, you are flat out replacing the spell Hex with your subclass ability. a bit Ironic for something named Hexblade, but whatever.

Thoughts
A significant number of the spells are basically useless, and it doesn't want to stick with Hex despite being the Hexblade, which will cause confusion. Level 1 is the dip to end all dips for cha-based gish characters.

The Raven Queen
Because WotC wants to confuse me even more over the worshiper/pact-maker divide.

Spells
Not a bunch to write about, a few cold damage spells for flavor. Though sanctuary and spiritual weapon are kind of interesting.

Sentinel Raven
The best familiar ever. Also part of the set up for the character with the absolute best vision ever.

Soul of the Raven
You can become a raven. Unfortunately, you can't do awesome dogfights with Eldritch Blasts. However, you will still make for an excellent spy, at-will flight is always good, and being tiny could have some advantages in bypassing some barriers.

Raven’s Shield
It took ten levels to get a benefit that was explicitly about combat. And it's just ok. Immunity to the frightened condition (is that the same as immunity to fear?), resistance to necrotic will be welcome when it comes up, and advantage on death saving throws is going to be a lifesaver at times, but nothing really grabs you. Unlike being able to summon a conspiracy of ravens, or something like that.

Queen’s Right Hand
Finger of Death once per day. Time to start gathering your own zombie horde. Which is wierd, because the Raven Queen was anti-undeath iirc.

Thoughts
Somehow both cool and boring, possibly due to the dearth of passive powers and subtle pacifistic nature of them. The capstone is out of character for the Raven Queen. And I still have no clue what WotC are trying to do by making warlocks take powers from gods. A Solid Meh.

Eldritch Invocations
This is new! And quite a number of these are for one patron only, for reasons.

Aspect of the Moon (archfey)
Sadly, you don't get a magical tiara. Fortunately for the rest of the group, we don't have to picture your character in a mini-skirt.
Instead, you no longer have to sleep, and gain immunity to sleep effects. But you still have "rest" for 8 hours a day to recharge the batteries. Why not Great Old One? I dunno.

Burning Hex (Hexblade)
Automatic Damage to the target of your Hexblade's Curse. Gives you a use for your bonus action, I guess. I still wouldn't pick it due to action economy.

Caiphon’s Beacon (great old one)
Some skills and an incredibly situational advantage to attack rolls VS charmed targets. Not really all that interesting for something known as the Purple Star of Doom.

Chilling Hex (hexblade)
Like Burning Hex, but useful. A liberal interpretation of the rules could find that the target of the curse also receives the damage.

Chronicle of the Raven Queen (You shouldn't need me to point this out. However, only for Tome Pacts.)
An at-will Speak with Dead. Only much less powerful, and true to the knowledge of whatever dead thing you just asked, instead of cryptic. Will it break a murder mystery? Only if you let it.

Claw of Acamar (goo-blades)
Tentacle-Smite. Like the Paladin's Divine Smite, only with Warlock spell slots, meaning it's beefy (up to 18d6) and frequent. Who needs multiclass rules anymore?

Cloak of Baalzebul (fiend)
Poison damage aura with a side of intimidation advantage. Not going to be most useful thing.

Curse Bringer (hexblade-blade)
Better than Claw of Acamar, it gives you a rider that is arguably better than your level 14 ability. Also a Silver Greatsword so that Githyanki want to kill you more.

Kiss of Mephistopheles (level 5 fiend with eldritch blast)
Gives you Fireball as a bonus action when you cast Eldritch Blast. Not only is it a free spell learned, but it significantly improves your burst potential, and extends the range on Fireball if you make some other picks. It's deadly as heck.

Frost Lance ( Fey with eldritch blast)
Gives your eldritch blast the ray of frost rider, but not the damage. Some combos with repelling blast.

Gaze of Khirad (7th level goo)
x-ray vision, keen!

Grasp of Hadar (goo with eldritch blast)
The opposite of Repelling blast, only worse.

Green Lord’s Gift (fey)
Maximum healing on yourself. IF you are in a game without a healer, maybe?

Improved Pact Weapon (blade pact level 5)
Your pact weapon is a +1 weapon now. Handy, but of marginal use in most games.

Mace of Dispater (fiend blade)
The obligatory fiend pact variation, it does force damage, but turns your weapon into a mace and knocks prone.

Moon Bow (fey blade)
It's a bow, does that even work right with a pact weapon? I suppose it does, also does smite radiant, which makes this one potentially the best of the invocations like it.

Path of the Seeker (seeker, wow they remembered)
You get ranger travel powers and advantage on checks to let you move again. a bit meh.

Raven Queen’s Blessing (raven queen with eldritch blast)
Finally, a way for warlocks to heal people without a tome. It has the 4e thing where you spend HD, but something has to counter the at-will nature of the ability.

Relentless Hex (level 5 hexblade)
You can teleport to the target of your curse, but only if you are within 30'. Interesting, but I dunno if I would pick it over other things.

Sea Twins’ Gift (fey)
The ability to swim and breathe underwater. Also cast water breathing, solid.

Seeker’s Speech (seeker)
You get two floating language proficiencies that you can swap out every long rest. a bit mundane.

Shroud of Ulban (goo 18)
invisibility as an action at will with no spell slot cost cool beens.

Superior Pact Weapon (level 9 blade)
A +2 weapon now, but only if it wasn't magic, so it's less likely to be useful.

Tomb of Levistus (fiend)
This just sucks. It leaves you vulnerable for an entire turn in order to gain some temp hps against one attack per rest. Needs lots of work.

Ultimate Pact Weapon (15 blade)
+3 weapon, but if you don't have a magic weapon by now I wonder how you survived this long.

thoughts
Some chaff, also some of the restrictions are a bit much for pact weapons. But also some needed things.
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I am actually happy about them blurring the line between Devotee and Pact with the Raven Queen. I personally don't think there should be a limit on who can be a Pact, and who can be a follower. If a player wanted it, I would even let them bargain with their Deity for more powers, making them a Cleric of (deity) X/Warlock of (deity) X. Although, I would need to either have a stock Divine Pact, or do something like this UA did by making a Pact for each god.
 


I swear D&D is starting to read my mind. T'other day one of my players wanted to use Gust of Wind to counteract dragon breath and I find a few hours later, there's a whole thread on the subject!

Been reading the Elric novels, and boom...warlock pact for players who want to have Stormbringer.

Fair warning D&D, my mind isn't all sunshine and THAC0; keep looking in there and you're gonna have to bring back chain mail bikinis!
 

Quick question to the power-gamey/number types. Do you all think the Hexblade would balance off with only Half of Charisma modifier (rounded up) instead of the full modifier? I am not sure I like the +Cha to attack and crit on 19-20. This way, they will have a max +3, but won't have to dump any point into Strength or Dex, except for AC.
 


I didn't said you can use Curse Bringer with Cha-attack, just said you can crit with 19-20 and he can nova better than paladin.
You don't need to use warlock spell slots to that boost. A 17 valor bard/3 warlock can burd his 9th lvl spell slot for this.
Okay, that´s right.

I prefer the Archfey Bladelock with Radiant Damage and wouldn´t multiclass with Bard but take a Fighter-Dip for Archery Weapon Style. Perhaps Sharpshooter and I´m independent from my GM concerning Magic Weapons.

Edit:
Deleted wrong assumption.
 
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Quick question to the power-gamey/number types. Do you all think the Hexblade would balance off with only Half of Charisma modifier (rounded up) instead of the full modifier? I am not sure I like the +Cha to attack and crit on 19-20. This way, they will have a max +3, but won't have to dump any point into Strength or Dex, except for AC.
+3 just isn't enough of a bonus on your primary attack. With that rule you'd be much better off building your hexblade as a traditional eldritch blasting warlock, or going for STR/DEX as primary stat. Just get rid of the entire ability if you think it is too strong.
 

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