![]() ![]() ![]() Hex though earns its place on this list because we regularly read about Warlocks defaulting to this mediocre spell deep into the later levels of a campaign, which is leaving quite a lot of the power of the Warlock class on the table. Warlocks also don’t automatically have high value bonus actions vis-à-vis most other classes, which helps as well. Regaining expended spell slots on a short rest sometimes allows Warlocks to use tricks to cast hex for free (casting it on an insect and crushing it before taking a short rest, for example). The Warlock does benefit from hex early in tier 1 play, where the Warlock spell list is a bit thin. But this is fairly minor, and not worth the concentration past 2nd level. Disadvantage on escaping a web can be relevant, so Strength is probably going to be the ability score of choice here. Conferring disadvantage on grapples and to the ability check for counterspell are likely to be the only universally applicable uses of hex’s rider effect. Hex’s only utility is effectively a poor man’s frightened condition, and it really isn’t anything to write home about. Now however, you are blowing a 3rd-level warlock spell slot, the same price of a hypnotic pattern, to deal an additional 4.6 single-target DPR. 1d6 more damage on a hit is commonly-and wrongly-treated as a massive damage boost, when in reality it’s an average of 2.3 damage per attack roll that prevents you from casting a levelled spell with your action this turn and eats your concentration.Īt 5 th level, you get two eldritch blast beams, so that jumps up to 4.6 damage per round per casting. The classic Warlock toy, the pew pew gun you get at level 1 that serves you well until you hit level 3 or so, hex is a spell that-much like hunter’s mark-just doesn’t actually do all that much. Adds 1d6 necrotic damage to attacks and disadvantage on ability checks for one ability score to target. 1st level enchantment, bonus action cast, 90 ft range, 1 hour (concentration) duration (higher slots increases duration).
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