You place a curse on a creature that you simply can see within range. Until the spell ends, you deal an additional 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability once you cast the spell. The target features a disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you’ll use a bonus action on a subsequent turn of yours to curse a replacement creature. A remove curse sew the target ends this spell early.
- Casting Time: 1 bonus action
- Range: 90 feet
- Components: V, S, M
- Duration: Concentration, up to 1 hour
- Scales: Yes
- Casters: Warlock
At higher level
When you cast this spell using a spell slot of the 3rd or 4th level, you’ll maintain your concentration on the spell for up to eight hours.
When you use a spell slot of 5th level or higher, you’ll maintain your concentration on the spell for up to 24 hours.
Hex is extremely valuable. A no save disadvantage on a capability check of choice 1st level spell that also does an additional 1d6 damage whenever you hit something is an incredible spell. I’ve done a drawback on strength or wisdom ability checks repeatedly making it extremely difficult for an opponent to avoid grapples or detect anything using their Perception ability. it is a great spell with good tactical uses.
With only 2 spells per combat (er, short rest) my blade lock usually has better options than Hex. But I got myself a Pact Bearer’s rod so once during a while I can replace a spell slot and use Hex anyway. Just made it to 11th level and going forward I’ve got 3 spell slots, so now Hex is certainly back within the mix; with the Pact Bearer’s rod, I’ll have an additional spell slot once each day.
Without house rules made to nerf it, Hex may be a perfectly viable and really powerful tool within the Warlock’s arsenal. 1d6 per hit might not sound like much initially, but the power to stay it active all day long for nearly no cost (past level 5, just get up an hour early, cast it, and short rest before you head out) allows you to feature some serious damage output to your arsenal. Utilized in concert with Eldritch Blast, it’ll increase your damage by over a 3rd over the course of the day. The debuff on ability checks is simply gravy and allows for lots of creative uses. The sole time you should not have Hex up is once you have a right away need for one more spell that needs concentration.
A caster was ready to use this spell to curse a creature within 90 feet (27 meters). The target creature had to be accessible to the caster. When cursed, the creature suffered debilitating necrotic damage until the spell expired. Remove curse might be wont to remove the curse. The length of your time a creature remained cursed decided by the caster’s skill level.
With Hex, it specifically says you transfer Hex “on a subsequent turn.” Throughout the PHB, it makes references to a player’s “next turn.” Subsequent simply means sometime after. It is often the bonus action of that very turn the creature dies or any turn before the top of the duration of the spell.