Vinicius Reis
First Post
What are your opinions about war wizard?
I expected more from power surge, the dmg appear to be kinda lame
I expected more from power surge, the dmg appear to be kinda lame
What are your opinions about war wizard?
I expected more from power surge, the dmg appear to be kinda lame
I'm not super thrilled about Hexblade and getting to use Charisma as the attack stat, but I may be the odd one out. I didn't like that in other editions, either.
If you select Pact of the Blade and use a Two Handed Weapon Magic Weapon as your Pact Blade, you can have a two handed Charisma based weapon. I don't see a way to abuse this really - there are not a lot of other combat abilities that are based off of Charisma. A Paladin/Hexblade might have some fun with it, but that is a heavy investment for the trick.I wasn't to thrilled either, but now there is a drawback. Now you habe to attune at the beginning of the day. So if you somehow lose your weapon you have a problem.
Also it can't be used for two habded weapons.
Lifedrinker adds your charisma to damage. Hex Warrior adds charisma to damage. I see nothing that would prohibit adding Charisma to damage twice - once for each ability.Only thing I would add: if you take lifedrinker... you don't add charisma twice but add your normal stat instead.
I'm confused.
I have the book, but even so I can't tell which of these is correct re: Empowered Healing:-
* you can apply it to the healing spells cast by a caster who is within 5 feet of you
OR
* you can apply it to healing spells which target creatures who are within 5 feet of you
Is it the caster of the spell or the target of the spell that must be within 5 feet of you to gain the benefit?
Oh. Yes. You are right. I missed that sentence. Thank you.If you select Pact of the Blade and use a Two Handed Weapon Magic Weapon as your Pact Blade, you can have a two handed Charisma based weapon. I don't see a way to abuse this really - there are not a lot of other combat abilities that are based off of Charisma. A Paladin/Hexblade might have some fun with it, but that is a heavy investment for the trick. Lifedrinker adds your charisma to damage. Hex Warrior adds charisma to damage. I see nothing that would prohibit adding Charisma to damage twice - once for each ability.
I'm not worried about this being an overpowered subclass, either as a pure class or as something that gets dipped into by other classes. Mock one up at 1st, 6th, 12th, 14th and 17th levels. Compare it to a Vengeance Paladin of equal level. I think the VP is going to be more effective. I sat down and built the melee Hexblade big weapon PC - and I was disappointed.
If you select Pact of the Blade and use a Two Handed Weapon Magic Weapon as your Pact Blade, you can have a two handed Charisma based weapon. I don't see a way to abuse this really - there are not a lot of other combat abilities that are based off of Charisma. A Paladin/Hexblade might have some fun with it, but that is a heavy investment for the trick. Lifedrinker adds your charisma to damage. Hex Warrior adds charisma to damage. I see nothing that would prohibit adding Charisma to damage twice - once for each ability.
I'm not worried about this being an overpowered subclass, either as a pure class or as something that gets dipped into by other classes. Mock one up at 1st, 6th, 12th, 14th and 17th levels. Compare it to a Vengeance Paladin of equal level. I think the VP is going to be more effective. I sat down and built the melee Hexblade big weapon PC - and I was disappointed.
It is hard to balance the game when you have abilities that change a fundamental mechanic and disrupt assumptions. However, I don't have a problem with this one. The magic of the class is focused on weapons and is driven by the charisma of the character. I can see the idea of force of will powering magic that guides the weapon. We already had it in the Lifedrinker mechanic - this just extends it further. Further, a mental attribute being used to power physical attacks is less likely to result in abuses than a physical ability other than strength powering heavy weapon attacks - rule interactions might eventually end up with a finesse two handed weapon, for example, if you start mucking around too much.I'm not so worried about the Charisma for attack/damage being overpowered, just that it might set a precedent that leads to more "nontraditional" attack stats for weapons. It's always bugged me.
I'd say it depends on who rolls the dice at your table. When the cleric casts cure wounds, does that player roll the dice or does the guy getting healed roll? The answer to that, it seems, is the answer to your question.