D&D 5E Warlock Hex Question

What sucks for the warlock is when you Hex a target, but are unable to bring them to zero HP. (i.e. the target successfully escapes.) At that point, you can't move that Hex to a new target - you have to stop concentration and recast Hex from scratch.
That's one case where Hunter's Mark is better, it gives you advantage on any check to track the marked target, so they won't be escaping easily :)
 

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Rules as written it can be confusing, and based on posts by Mearles, I feel the intent is that the spell ends if there is no target to move the spell to when the last enemy drops to zero HP.

Why is there such a long duration on the spell? The rest of the spell is used for role-play purposes. Disadvantage on charisma checks, Constitution checks, Wisdom checks, etc. can be used for role play purposes over a long duration.

As an example, the warlock hexes a enemy right before they walk in front of the king to make argument on who robbed the bank. Now the enemy is at disadvantage in the Charisma (Persuasion) checks to convince the king the warlock is the culprit.

I presented this information to my players and we didn't change the way we play. We play with the spell lasting for the full duration based on the spell level cast and it is a concentration spell. It doesn't seem to break the game.
 

The warlock in my campaign just discovered the Hex spell. I'm not sure why he hasn't been using it all along -- it's very useful.

He has been casting it and assuming it is "up" for a very long time (hours?) as given in the PHB. He also noted that it can be moved from target to target.

His assumption has been that he can "move" the hex minutes or even hours after the last target was killed. Thus, the Hex spell is "up" and useful for several encounters.

Is this true, or does the Hex spell end when the last combatant is slain, because there is no one around then and there to move it to?

The Hex spell absolutely ends if there is no target to transfer it to when the target drops to zero.

Maybe just drop the concentration and components from the spells and they work that way but still require resources.

...and yeah. Dropping concentration and components as requirements is definitely not the way to go.
 






That's one case where Hunter's Mark is better, it gives you advantage on any check to track the marked target, so they won't be escaping easily :)

OTOH, the Hex spell also has multiple non-combat uses, in that it can disadvantage the one type of ability check of the caster's choice for the duration of the spell. So if you want to Hex a target in a social situation, give them disadvantage on Charisma checks and watch them make a fool of themselves. If you don't want them to notice you following them, disadvantage their Wisdom checks. And so on....
 

OTOH, the Hex spell also has multiple non-combat uses, in that it can disadvantage the one type of ability check of the caster's choice for the duration of the spell. So if you want to Hex a target in a social situation, give them disadvantage on Charisma checks and watch them make a fool of themselves. If you don't want them to notice you following them, disadvantage their Wisdom checks. And so on....

Oh yes. In Adventure League, my Tiefling Warlock has used Hex to succeed at opposed skill challenges that defeated characters far more competent than her.

She actually successfully rode a Remorhaz bareback after giving it disadvantage on Strength checks. The DM kept getting one very low roll on two D20's. :p
 

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