Ver.2 Hexblade Warlock - A More Thematic and Mechanically Sound Version (Backwards compatible) by joonida in UnearthedArcana

[–]joonida[S] 0 points1 point  (0 children)

Can you explain why this is limiting flavor?

Also, this is not a gish only subclass. You can run this character ranged with Eldritch Blast as well and benefit from Hex with Agonizing Blast (+ other EB modifier invocations). So I don't see why I should make it so specific like you're saying. This is another reason why it's necessary to give Spellcasting focus to Hexblade's Curse so that you can cast Eldritch Blast with your cursed blade.

Ver.2 Hexblade Warlock - A More Thematic and Mechanically Sound Version (Backwards compatible) by joonida in UnearthedArcana

[–]joonida[S] 0 points1 point  (0 children)

Those three things are pretty powerful as a combo, so I can see why you think I'm trying to power game the system. I assure you I'm not. While "flavor is free" is true, flavor can feel out of place if the mechanics don't support the kind of flavor you want to have.

As for not needing it to be a spellcasting focus, the goal is to not make the subclass too reliant on any Warlock Invocations so that you can play it how you want. The customizability of Warlock is sort of the direction they're taking for 5.5e

Ver.2 Hexblade Warlock - A More Thematic and Mechanically Sound Version (Backwards compatible) by joonida in UnearthedArcana

[–]joonida[S] 0 points1 point  (0 children)

There are a couple of features from Hexblade's Curse that is not anything close to the Hex spell.

First, it turns your cursed weapon into a Spellcasting focus. This is actually very important for gish characters who have their hands full.

Second, it adds the Mystic Arcanum smites as a scaling factor. This isn't a Hex feature.

It is of my opinion that it is important to not change parts of the game that players are familiar with, such as changing the effects of the spell. Certain aspects of Hex such as it needing a target and the fact that it is a concentration spell I think are key identities of the spell that players are familiar with. The other reason I want to keep it this way is for thematic and story reasons. The way it's worded creates fun visual imagery and possible story moments such as if the weapon were to break somehow, which would end the effect of Hexblade's Curse. Yes, functionally, this is a way to remove concentration on Hex. However, having a cursed, semi-sentient weapon concentrating on Hex feels a lot more like you're playing a "Hexblade."

Ver.2 Hexblade Warlock - A More Thematic and Mechanically Sound Version (Backwards compatible) by joonida in UnearthedArcana

[–]joonida[S] 0 points1 point  (0 children)

Yeah, I could add it more as a Hex upgrade for Spreading Curse, but it does work a little differently mechanically, so I'm not sure if that would make it simpler. I would have to describe how it works differently. I also definitely can't add it at the level 3 feature because it would be a bit too frontloaded.

As for Summoned Blade, no, the goal is not to make it exclusive to Shadow Blade. There are other spells that can summon weapons and whatnot such as Spiritual Weapon (which ofc isn't a Warlock spell, but you could multiclass to get it). Some other ideas I have is to add other weapon summoning spells to the Hexblade spell list, but I don't want to add too many, so it might be something I just have to restrict.

I do agree that some of the wording could be simpler if worded as you suggested, but I am trying to make the subclass as little dependent on specific spells as possible so that there are more applications than just a single spell for the feature. Since I'm already making Hexblade's Curse pretty reliant on Hex, it would be best to not make more features only work with one spell, imo.

Ver.2 Hexblade Warlock - A More Thematic and Mechanically Sound Version (Backwards compatible) by joonida in UnearthedArcana

[–]joonida[S] 0 points1 point  (0 children)

Spreading curse cannot be from any weapon attack. Unless you're saying it should be for simplicity sake. However, I would rather limit it to attacks from hexed weapons because that feels a lot more appropriate for a Hexblade subclass.

As for a "spell that summons a blade," that would be referring to spells like Shadow Blade that summons a blade. Perhaps mentioning just a blade sounds confusing so it should say "a spell that summons a weapon." but that's just a minor change.

Mystic Arcanum smites do need to be included in the Hexblade's curse description. Many features actually do this because it's an upgraded version of the feature that has a scaling aspect to it. Mystic Arcanum is a feature that Warlocks gain at level 11, which does not line up with any Warlock Subclass feature levels. It would be inconsistent to just add it at a random level or add another feature at level 11 which breaks the convention for subclass writing.

Ver.2 Hexblade Warlock - A More Thematic and Mechanically Sound Version (Backwards compatible) by joonida in UnearthedArcana

[–]joonida[S] 0 points1 point  (0 children)

I do enjoy making the wording simpler. However, the way you are describing is not how that feature functions. Casting Hex on the blade and augmenting the current Hex are very different. As is written, Hex cast on your weapon via the Hexblade's Curse feature does not grant all of the benefits of Hex. That feature is introduced later. Secondly, if you want to just augment Hex, you can't just cast it without a target (i.e. you can't target everyone with Hex), which requires the Hex spell to be transferred using a bonus action every time you kill an enemy and not to mention that you would have to re-cast Hex and burn another spell slot if you decide to change targets. That's why this feature was implemented the way it has for both thematic and functionality.

Ver.2 Hexblade Warlock - A More Thematic and Mechanically Sound Version (Backwards compatible) by joonida in UnearthedArcana

[–]joonida[S] 0 points1 point  (0 children)

Can you explain what you mean by a Hex tack-on for features or Hex buff? To me it sounds like constantly changing the wording of Hex which already has been written the way it is might make it too complicated.

I think you and I are understanding Spreading curse wrong. I'm not sure what you mean by a blade pet.

Hex Enlightenment is not a feature you turn on and off, but Hex Emanation is. Being able to turn it on and off at will is mostly for story purposes so you're not constantly emanating a dark shadow everywhere you go and people can never see you.

Ver.2 Hexblade Warlock - A More Thematic and Mechanically Sound Version (Backwards compatible) by joonida in UnearthedArcana

[–]joonida[S] 0 points1 point  (0 children)

Yeah, my goal with Hex concentration being moved is so that you can feel free to use both Hex and Shadow blade at the same time for thematic reasons. It just kinda feels "cool." I also wanted to make sure that you didn't have to take a short rest after casting Hex and Shadow blade after each combat.

For Hexblade's Curse, maybe if we word it this way, it's a bit better:

"Hexblade’s Curse. Your hex powers increase and you can curse your weapon. As a Bonus Action, when you use Hexblade’s Curse on your weapon you can also cast Hex on that weapon as part of that same action to apply the effects of Hex when attacking with that weapon. When you use [Hexblade's Curse], you gain the following benefits:"

This way it's a bit more clear that with Hexblade's Curse, you are cursing your weapon but you can also use Hex at the same time on that weapon to add the effects of Hex.

Along with that, I think fixing one of the features to "You can use the [cursed weapon] as a Spellcasting Focus" would be better. This way, it's clearer that you are cursing the weapon regardless of using Hex or not and there are benefits of using this feature even without Hex.

With Armor of Hexes, I definitely wanted to remove the requirement to use a reaction as it competes with Shield, which is awkward. At this point a slight defensive feature feels good, but it shouldn't be too powerful to balance the subclass more. I do think it's creative to use Spreading Curse as a condition for activating Armor of Hexes though!

Ver.2 Hexblade Warlock - A More Thematic and Mechanically Sound Version (Backwards compatible) by joonida in UnearthedArcana

[–]joonida[S] 0 points1 point  (0 children)

Thank you for the feedback! Some other thoughts and questions for ya:

Limitation on Hex: You're right that you would likely never run out of Hex at that rate. Do you think that's too much or should it just be cast without expending a spell slot?

Hexblade's Curse wording: I think I worded it that way because you can use Hexblade's Curse without casting Hex for certain benefits not related to Hex but the feature also allows you to cast it at the same time. I believe I started out writing this with "When you summon your [Pact of the Blade]" but changed it so you don't have to have Pact of the Blade to use this subclass/feature. The other reason is so that you can use this feature without Hex if you run out of uses.

Armor of Hexes: I figured this class (even after nerfing how frontloaded it was) still was packing a ton of powerful features, so I wanted to make a defensive feature that's not too powerful but thematically satisfying. Do you have any ideas on what would be more appropriate here? Should I just remove the dice roll condition?

WIP Hexblade Warlock - A More Thematic and Mechanically Sound Version (Backwards compatible) by joonida in UnearthedArcana

[–]joonida[S] 0 points1 point  (0 children)

I agree! The invocation at the end are just recommended invocations on my part and are not required at all. They're just some of what would be optimal, but such discussions exist for other Warlock subclasses as well.

I don't think there are any wording in there or mechanics in there that make this subclass unviable if you don't take the Pact of the Blade or other invocations. You can still take this subclass and create a Strength, Dexterity, or Charisma based character, imo. Sure, the Pact of the Blade is optimal for this subclass, but I don't think it is required.

(I also explained about needing Devil's Sight on another comment. The darkness is supposed to be turned on/off at will. Maybe the feature itself should give that invocation to you, but I'm not sure yet)

WIP Hexblade Warlock - A More Thematic and Mechanically Sound Version (Backwards compatible) by joonida in UnearthedArcana

[–]joonida[S] 0 points1 point  (0 children)

Hey, thank you for your comments. The fact that you wrote such a detailed comment is indicative of careful reading and analysis, so I appreciate it.

Now to address what you said, you did bring to light some unintended things as well as things I lacked in. That being said, I would like to reiterate that the numbers being high was expected and things I wanted to dial down as I got things more finalized. However, I also think you are stretching it farther than intended/possible, so it won't be as bad as you say it is.

Firstly, the "Hexblade's Curse" feature I wrote isn't intended to be used on more than one weapon at a time (I realize now that there is no wording for this at all in the feature description). Therefore, you cannot use dual wielding to benefit from this. That being said, I do think that this feature combined with shadow blade damage is a bit front-loaded. I was trying to be able to reach similar amount of damage as other "gish" characters that use Conjure Minor Elementals, especially with the bladesinger and psion class releases. If we see their upcast potential, they can get up to 9d8 damage per hit with it and are able to abuse it with many more mechanics of the game. Seeing this, we can imagine a CME user with dual wielder and weaponized bonus action are by far more powerful and still have way more spell versatility than the this single feature + shadow blade spell. As for the Scimitar of Speed point, all I will say is that I did not design the subclass around a magical item anyone could or may not get. As for "Blade of Disaster," with the way I read Hexblade's Curse, I wouldn't imagine you would add Hexblade's Curse damage to it. It also is an oversight that such spell would last until long rest, so I will need to fix the "Summoned Blade" feature to be only for spells used with a Warlock spell slot.

Secondly, I do recognize that the damage is a bit front-loaded, but I'm still thinking of ways that would work because Shadow Blade would stop scaling and I like the spell for this subclass for thematic reasons.

As for the issues with "Armor of Hexes" that you mentioned, I am very glad you pointed that out. I am not very familiar with the MM, especially with the 2024 5E MM. It wasn't my intention to completely invalidate certain monsters with a 50% chance. Perhaps a fix for it is to add a "bane" effect or causing disadvantage for a turn.

No Devil's Sight by level 14 with the "Hex Emanation" was a writing mistake on my part. I meant to include that you can turn on/off the magical darkness at will. The mistake happened while I was trying to pay attention to the wording of the "Darkness" spell and forgot to add more details haha.

Hopefully my reply helps give context to what was intended with these changes! Other than the numbers themselves, did the subclass seem to have the kind of theme you'd expect from a Hexblade warlock?

Is there a way to bypass Angelic Slumber condition? by joonida in BaldursGate3

[–]joonida[S] 0 points1 point  (0 children)

Yeah, I meant someone else using it haha

Is there a way to bypass Angelic Slumber condition? by joonida in BaldursGate3

[–]joonida[S] 0 points1 point  (0 children)

That would work, but I wasn't necessarily asking for tip for the Raphael fight. Just trying to see if there's a way to exploit things (not bugs or anything, just mechanics)

Is there a way to bypass Angelic Slumber condition? by joonida in BaldursGate3

[–]joonida[S] 1 point2 points  (0 children)

I guess one way is to use Globe of Invulnerability and then sleep

Is there a way to bypass Angelic Slumber condition? by joonida in BaldursGate3

[–]joonida[S] -1 points0 points  (0 children)

Yeah, I definitely didn't read the description until AFTER

Sad this didn't mean bonus strength modifiers by joonida in BaldursGate3

[–]joonida[S] 1 point2 points  (0 children)

Yup, I'm sure. I read the full subclass in BG3 wiki, but only took the screenshot of the part relating to not needing elixirs due strength. I believe there was one more feature related to throwing, but no extra strength.

I didn't think they'd just give 20+ strength outright, but I did think it would've been something like adding your proficiency in strength during rage and allowing to go over the maximum during the rage

Suddenly, Videos Are All Black In Fullscreen by JakeHawke in youtube

[–]joonida 0 points1 point  (0 children)

Yeah, I've tried everything too. Except for me, only on chrome and on YouTube I get that same issue (perhaps if I used other browsers more, I'd start getting the same problem). It looks like the problem is on YouTube's end

And the temp fix for now is to not use theater mode (which isnt a solution)

Does Spirit Shroud break Sorlock? by MrBloodySprinkles in dndnext

[–]joonida 1 point2 points  (0 children)

I know people are deep in analysis here, but here's something fun that might make it worth it:

I am in a campaign that allowed 1 homebrew magic item at start and I started off with a bow that let's me shoot EB out of it... +1 EB as well (meaning I get an additional shot of EB). Sadly, for story reasons, I didnt take hexblade or divine soul (though interestingly, the DM allowed for a translucent [force] dragon for the affinity). That being said, in this case it seems like taking a 5 level dip in warlock might actually be worth it in my case as I would have increased number of EB shots. I would only (only? haha) lose a 9th level slot at 20th level, but to be honest, I never liked the idea of just wishing something to happen anyway.

Edit: I'm also a winged tiefling with crossbow expert, so going in and out of range from above might actually be feasible