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I do like a lot of these new options for warlocks now. 50% miss chance even when they get to hit you.Īlso, don't know why unless I'm missing something here, they should just allow the pact weapon to power up as your character powers up, instead of whoo boy, spend/swap an invocation to get a +1/+2 omniweapon. Sure its only for your hex'd target, but still. The target cursed by your Hexblade’s Curse hits Our Fighter/Commander probably hit 1 or 2 total attacks across 3 combats our last session, but because of his commander tactics/commands and his ability to intercept enemies trying to attack allies, take half damage from bit hits, etc., his job as a tank still feels satisfying even if he is missing his own attacks a lot.Īt 10th level, your hex grows more powerful. It also helps when classes have mechanics that are fun outside of just attacking in combat.
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That, plus the escalation die really avoids a lot of combat bogdown from missing attacks.
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so he will often do 12 or 15 damage even on misses with those attacks. Our monk chose forms that do half damage on even miss, etc. Hell, last session my wife's wizard missed 2 enemies with her lightning bolt spell and still did 28 damage to them because it does half damage. Sure, your basic level 3 miss damage only doing 3 damage to an enemy with 50 HP is just a chip, but at least it means that enemy still standing with 1 or 2 HP dies even if you miss. The missing all the time thing is another reason I like games like 13th Age that have miss damage.