![]() As a dex build, initiative, dex saves and AC don't suck, either! Generally, though, hexblades won't want to invest heavily in dexterity due to their medium armor and heavy charisma focus. It overwrites the general rule of 1d4 + Dexterity for improvised ranged weapons as per the specific-beats-general rule.ĭon't get me wrong, SB is great! I use it on my tiefling dexterity fiend bladelock as it outpaces hex when used to TWF. On hit, it does 1d4 fire damage at the start of the target's turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames." On a hit, the target takes 1d4 fire damage at the start of each of its turns. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. As an action, you can throw this flask up to 20 feet, shattering it on impact. "This sticky, adhesive fluid ignites when exposed to air. This is explicitly stated.ĮDIT: One more example with how on-hit effects work. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."ġd6 + your Strength modifier. "Your horns are natural melee weapons, which you can use to make unarmed strikes. To compare, let's look at the minotaur's Horns trait: RAW, spells do exactly what they say they do. In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage."Ģd8 psychic damage. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). ![]() It counts as a simple melee weapon with which you are proficient. This magic sword lasts until the spell ends. "You weave together threads of shadow to create a sword of solidified gloom in your hand. ![]() You're correct in that the spell creates a weapon, but the spell does state exactly how much damage the weapon does: Just like all other melee weapons, you can still add your relevant ability modifier to the damage.Īnd unlike something like Flame Blade, it does not specify a melee spell attack that does x damage. The spell doesn't do damage, it creates a weapon that has a damage output. Note that this calculation does NOT factor in the reaction attack gained from PAM. On top of this, you'd still deal about 13 (5.5+3.5+4) damage on turn 1. With this setup you'd get an expected 23 (5.5+2.5+7+4(2)) DPR by round 2. I also believe hex outpaces hexblade's curse in damage until level 9. The player would likely be better off going with a glaive/halberd + Polearm Master for a bonus attack that fully scales with charisma. ![]() On turn 1, you'd likely only deal 10.5 (4.5+2+4) if leading with the curse 8.5-9 (4.5+4 or 9) if leading with SB. You'd be looking at about 21.5 (4.5+3.5(2)+4+2(2)) DPR.but by the time you've set this up the combat encounter is likely already over. I'm going to assume your hex warrior is a human with Dual Wielder and the Improved Pact Weapon invocation for the d8+1 pact weapon. You don't add an ability modifier to it, as the spell only states it does 2d8 psychic damage. On a hexblade, shadow blade isn't a good pick because it's to-hit scales with strength or dexterity.
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