You place a curse on the target that takes effect as soon as it’s within range. You deal an extra 1d6 necrotic damage whenever you hit them with anything, and they have a disadvantage against saves made using one of your chosen abilities (to be determined when casting). The spell lasts until the end of the turn so if their HP gets reduced below 0 before then just use another bonus action in order to activate this feature again for another creature. Lets read Hex 5e (5th Edition) Spell in Dnd Spells.
Features of Hex 5e:
You cast a curse on the target, which deals an additional 1d6 necrotic damage whenever you hit them with an attack. Also, choose one ability for this spell-the chosen skill becomes disadvantaged in comparison to other skills available during combat or when making checks at various times throughout gameplay (such as saving throws). If your victim drops below 0 HP before this effect ends then use their next bonus action TPK.
When you cast this spell using a slot of the 3rd or 4th level, your concentration will stay with you for up to eight hours. When using one at the 5th level or higher, it’s been known that people can maintain their meditation sessions 24+ hrs. The drawback on strength or wisdom ability checks makes it extremely difficult for an opponent to avoid grapples, and their perception score isn’t high enough that they can detect anything using just what little bit there is left over after rolling a successful saving throw against my spellcasting.
I’ve done this same thing before where you’re trying not only to hex someone but also make them weaker so your chances of success are better- which has its advantages too because then all those attacks come at once.
Hmmm, the drawback on strength or wisdom ability checks can be a little problematic. But with only 2 spells per combat (er short rest) it is not as bad since my blade lock usually has better options than hex anyway! However, I did get myself this nifty Pact Bearer’s rod so now every once in a while you’ll see me replace one of those slots for some good old-fashioned grapples and detect unseen things using perception.
Hex is a great tool for the warlock. 1d6 per hit might not sound like much initially, but if you can keep it active all day and do nearly no cost past level 5 then your damage will be major! Check out this nifty combo: cast hex while fires off an ethereal blast which does 3 additional dice of blasting damage thanks to its increased range (30 feet). That’s more than twice as much initial output before we even factor in any other variables such as spellcasting ability or proficiency perks—and that’s just from one go-round with Eldritch Blast!!
The power of Hex could be a great tool for warlocks. The 1d6 per hit might not sound like much initially. But with the ability to keep it active all day and at nearly no cost past level 5. You will have serious damage output on your side. Used in concert Eldritch Blast does increase by over 3rds when utilizing this technique. Which makes enemies cower before us or destroy them quickly if they stand firm.”
With Hex, it specifically says you transfer a player’s hex on their “next turn.” Throughout the PHB there are references to taking an action during your next opportunity. Or possibly even before that specific occurrence. If they happen sooner than later in relation to whatever else might be going down. This means being able to take advantage of these bonuses. While surrounded by enemies so long as no one takes them below 20 feet away from where he/she stands.