Hello spellcasters of all shapes and sizes! Welcome to my spellbook and thank you so much for checking in to the 46th episode of our first level spell series. Today we’re gonna be taking a look at hex my goodness is this a cool every time i read this spell i’m always thoroughly impressed by him.
It is usable by the warlock and only the warlock and that’s leaked through extension with access to their spell lists and it is found in the player’s handbook. This is also a great pick if you’re going with the magic initiate feat i’ll get to why a little bit later on. That being said let’s check out the mechanics so we kind get the gist of what we’re talking about.
- 1st-level enchantment
- Casting Time: 1 bonus action
- Range: 90 feet
- Components: V, S, M (the petrified eye of a newt)
- Duration: Concentration, up to 1 hour
- School: Enchantment
The cast time is a super nice bonus action, the range is also a very nice 90 feet and the duration is an impressive one hour. It is a concentration spell however so please bear that in mind while you’re using it. At higher levels, namely 3rd and 4th level it turns into an 8 hour duration and at 5th and beyond it turns into 24 hour duration.
The components are material, somatic and verbal, what that means is there’s a material component in this case of the petrified eye of a nuked. Somatic meaning you have to gesture with one hand and verbal meaning you have to speak forth incantation and the school is enchantment which you know isn’t too surprising.
The effect at a glance is as followed: Curse a target. You deal an extra 1d6 necrotic damage to them, and they have a disadvantage on an ability check of your choice. Upon the targets death, you can change the target of your choice as a bonus action. Which is super great. With all that being said let’s take a look at the full description here and understand the exact wording of this spell.
You can place the curse on a specific creature which you able to see within a specific range. Until unless the spell will end, you can deal an extra 1d6 necrotic damage for a specific target whenever you make a hit it by an attack. Even, you also select an ability whenever you do cast a spell. The target also has disadvantage on the ability checks which has made with chosen ability.
However, if the target could drop to minimum 0 hit points before this spell will end, you can also use the bonus action on the subsequent turn of you for the sake of curse a new creature. Basically, the remove curse can cast upon the target ends this spell as early as it can.
At Higher Levels: However whenever you make to cast this spell by using the spell slot of 3rd level or else 4th level, and you’re easily able to maintain your concentration upon the spell for almost up to 8 hours. Whenever you do use the spell slot of 5th level or else higher, also you are able to maintain your concentration on the spell for almost up to 24 hours.
Spell Lists: Warlock
Really really good stuff honestly! I like it a lot. The reason why this is so good for the magic initiate is there is no spellcasting modifier for it. I want it’s no spell save you see my bad. So what i mean by that is this affects the target no matter what. Unless i got a remove cursed spell handy i guess but or unless they interrupt your concentration sure.
But outside of that! they’re pretty much guaranteed to be affected by this. This also works incredibly well with any class with multi attack just due to the way it’s worded. That extra 1d6 necrotic damage is per hit. What that means and this is why it’s so good with the warlock is when you cast eldritch blast and you’re at a level appropriate from multiple blasts.
Since they each require a separate attack roll that 1d6 necrotic damage actually stacks with each blast independently. I also view a multi attack it would work the exact same way. It’s honestly probably one of the best spells in the game certainly one of the best early level ones and i just love how it works. I really do the potentials there for someone a chris lee high damage output.
That being said, the ability to relocate it there’s a little bit controversy over it. So the question posed is when you relocate the curse does it get a new chosen ability for the disadvantage component. The answer rules as written to the best of my understanding is yes! you can select a new ability what that what i’m basing that off of is so with the last parts worded if the target drops to zero hit points before this spell ends.
You can use the bonus action on subsequent turn of yours to curse a new creature. The key word there or the key phrase is to curse a new creature. Wizards could have put moving this curse to a new creature so it implies that the curse is essentially reset and you have to restructure it. I’d run a past your DM see what they think but that’s my understanding of it. That being said let’s move on to some alternative uses.
In my opinion the best way you use this would be to take advantage of the fact that there’s no real restriction on the range after its cast. An hour is an incredibly long time. And 8 and 24 hours are certainly ridiculously long. So it’d be a great way to hedge your bets in terms of gladiatorial combat if you really wanted someone to lose or be removed from a ranking system or really any form of competition that relied on checks.
That being said! i mean i’m sure there’s a certain degree of esthetic behind this like there’s tons of flavor it’s really one of the coolest spells out there and i just feel like if you have the ability to take it i would definitely always consider it. I can’t imagine a single circumstance and which would be very poor, you know what i mean.
In any case, thank you so much for checking in today guys i really do appreciate it. I hope you all have a great day and if you can think of any ways to use hex please let me know if you have any cool ideas, stories, combos or questions please take it down beneath in the comment section. That being said guys, thank you so much for checking in today i really do appreciate it. I hope you all have a great day and as always happy casting.