HexLevel 1 Enchantment Spell 1~6 Damage
Make your attacks deal an additional 1~6 Necrotic damage to the target and give it Disadvantage on an Ability of your choosing. If the target dies before the spell ends, you can Hex a new creature without expending a spell slot.
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Hex is a Spell in Baldur's Gate 3. Hex is a Lvl 1 Spell from the Enchantment school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.
Baldur's Gate 3 Hex Information
- Description: Make your attacks deal an additional 1~6 Necrotic damage to the target and give it Disadvantage on an Ability of your choosing. If the target dies before the spell ends, you can Hex a new creature without expending a spell slot.
- Level: Lvl 1 spell
- School: Enchantment School
- Casting Time:
Bonus Action - Range:
18m - Requires Concentration: Yes
- Saving Throw: None
How to Acquire Hex in BG3
- Hex can be acquired by the following:
- Warlock
- Magic Initiate: Warlock (Feat)
- Warlock
- Hex can be cast by using the following Items:
- ???
- ???
Hex Tips & Notes for BG3
- Upcast: Casting Hex with a level 2 or higher spell slot doesn't grant any additional benefits.
- Hex only works with attacks that use Attack Rolls, eg. Eldritch Blast, but not Magic Missile or Fireball.
- Hex affects Ability Checks only, not Saving Throws nor Attack Rolls. The debuff is very situational to useless.
- Hex Strength: Lower enemy ability to Shove, resist shove (Athletics), and Jump. *Best choice in most cases*
- Hex Dexterity: Lower enemy Initiative (if applied before combat), ability to resist shove (Acrobatics).
- Hex Constitution: *No effect*
- Hex Intelligence: Lower enemy (Wizard) chance to successfully Counterspell you.
- Hex Wisdom: Lower enemy Perception to spot party members attempting Stealth.
- Hex Charisma: Lower enemy (Sorcerer, Warlock) chance to successfully Counterspell you.
Anonymous
AnonymousIf this applied to saving throws it would be an amazing ability. Alas, its only use is for a little extra damage and really only works with EB builds and melee builds with multiple attacks. It’s good on a Spore Druid/Monk multiclass.

AnonymousIf I understand this skill properly. If you use it you impose disadvantage on the likelihood of an enemy landing an attack with whichever method you hex right? So this should go good with blur, mirror image, and shield for avoiding attacks right? Meaning if you multiclass as a rogue particularly Arcane trickster you should dodge quite a lot more

Anonymous
AnonymousHex no longer applies necrotic damage with Eldritch Blast feelsbadman

AnonymousSurely constitution is useful for helping to break concentration?

AnonymousThis is like if hunters mark was bad.....should scale with more damage per level and give disadvantadge to all things for one ability but make the spell level 2 or 3. This is just....pathetic really.....

AnonymousYoo why nobody is talking about how you can aquire this on lore bard as lvl1 spell? :o

AnonymousAn enemy affected by Hex takes no Necrotic dmg from Vicious Mockery, instead he takes Necrotic dmg from Eldritch Blast and all others kinds of damages... why?

AnonymousFor too long I was getting frustrated that Hex didn't seem to be making NPC's roll with disadvantage when saving against my spells.
Then I realised it was Ability CHECKS. Not SAVES.
Completely different. Not quite as OP as I thought but the extra d6's are still pretty good.
I still can't tell if the combat log shows both dice rolls when you have advantage or disadvantage.
AnonymousIf you pick up one level of war or tempest cleric you get two lvl 1 spell slots, three with certain shields, and medium armor proficiency, *and* martial weapons proficiency (including hand crossbows.) All you lose is a feat and necrotic damage on weapon attacks, and warlocks only really need two fears anyways. Great multiclass to get hex 2-3 times per long rest without sacrificing a lvl 5 slot for it. Also gives you something like healing word or sanctuary which can be lifesavers

AnonymousI am thinking of multiclassing 1 lvl into warlock for this spell with ny Spores Druid. Is it worth it for the +1d6 necrotic damage on Halo of Spores?

AnonymousWorth keeping even at higher levels for single target pew pew. As long as you can maintain concentration that 10-15 added damage per EB adds up.

AnonymousShield of Devotion pairs really well with this spell for warlocks. Gives you cheap access to Hex without using your limited warlock spell slots

Anonymoussomeone pointed I should dip 1 point into warlock
now I see why
this is cursed knowledge, I really shouldn't be min/maxing this game for the sake of having fun battles, but here we are
this single skill is about to break my game
I wish I could go back in time where I severely underestimated this skill
AnonymousWhy does this not effect things like concentration, resist poison/burn, slipping on ice. This is purely only useful for damage.
Considering is a warlock only, concentration, and warlocks have limited spells per fight. Doesn't make.much sense.
Just add a - 1-4 penalty to checks and save for the category. Lower the damage to 1-4. Make it much.more useful.
AnonymousFor the record, hex damage gets triggered by divine smite twice, once for weapon attack and once for radiant damage, because they are on a separate roll. Pretty darn neat if I may say so.

AnonymousI wonder if the bonus action attack from the polearm master feat triggers the bonus damage from hex ?
That would be a bonus action to deal 1d4+dexmod+1d6 damage, sounds good to me !
So just to summarize this skill only penalizes rolls for Skills (athletics, persuasion, survival etc).
Does not affect attack rolls and does not affect spell DC checks.
Which means that when used during combat the only really useful one is the Strength Hex, because of Strength affecting Jump distance and how well you Shove and defend from Shove.
AnonymousTarget has to be killed by an attack for the reset to work. Bug or intended?

AnonymousCurrently with a Sorlock, you can actually Twin-cast Hex AND re-apply BOTH* hexes to different enemies.
*You can re-apply both ONLY IF the two hexed enemies do not both die at once. If they both die in the same turn, you are only able to get the recast once. So you must only kill one of the hexed enemies in one turn, then you can recast that Hex to a different enemy. On the next turn when you kill the second hexed enemy, you will then be able to re-apply THAT hex. As long as you don't kill two hexed enemies in the same turn, you can keep repeating the Double Hex. Hopefully doens't get patched cuz it is kinda neat!
Anonymous
AnonymousWhen attacking a hexed target with dual wield attacks does it proc the additional damage effect twice?

Anonymousis it intentional or a bug that getting hex as a novice (dual spec from Sorcerer for example) doesn't apply the necrotic damage if you attack with anything other than Eldritch bolt or melee attacks?

AnonymousHex now (Patch 9) requires you to keep up concentration, even while hex is inactive after killing the affected enemy. Pretty huge nerf

AnonymousJust did some testing on my warlock in game, and it seems like the necrotic damage bonus is applied to offhand weapon attacks just fine. Could someone update the wiki?

Hex is a prime candidate for streamlining to limit tedious time-wasting in combat given Hex is a spell cast almost every round. Making the ability debuff automated instead of manual to affect all abilities perhaps at half rate (ie. -2 instead of disadvantage), would make life for Warlocks so much easier.

The creature also has disadvantage on ability checks for one ability of your choosing.
Hex Str: To weaken enemy shoves and jumps
Hex Dex: To lower enemy initiative
Hex Con: Useless, there are not Con checks in combat
Hex Int: Avoid Counterspell and Dispel Magic (not implemented yet)
Hex Wis: Lower perception to notice Stealth allies
Hex Cha: Useless, there are not Cha checks in combat
AnonymousSpell target can be "too high" yet within range of the spell, which makes zero sense and severely reduces the effectiveness of the spell. E.g. there are targets that you can hit with an Eldritch Blast, yet not with a Hex, because they are too high. This seems to be true of all spells/cantrips that have saving throws rather than attack saves, and I have no idea why. I assume it's a bug? I can't find any D&D rule for it, either, but I don't play D&D regularly so maybe I'm wrong. It's also possible the target is obscured, though they don't LOOK obscured, and I'm not getting the "path is blocked" message you usually get, I'm getting a "Target is Too High!" message specifically. Super annoying, because it turns an encounter that should be a 3 difficulty into a 7 difficulty by making half my characters useless and gimping the other half.

If you have 2 chars who can utilise hex e.g. warlock and lvl4 warlock feat..both benefit from the Same hex..at least in some cases so thats a bug obviously

AnonymousCurrently (EA) doesn't work with sacred flame (dexterity disadvantage doesn't change chances to hit).

AnonymousIm new to the game and would like to understand how to play. Can someone please explain What each of the Hex spells (hex charisma, hex wisdom, hex constitution, hex intelligence, hex dexterity, and hex strength) do towards the enemy and the benefits for my character
Thanks
AnonymousIf the target dies while the effect is still active, you get the "Reapply hex" spell, which let's you cast it again for free

Anonymous
i dunno if it would be very unbalanced but maybe if it lowered said ability by a flat amount that gets higher the more you upcast it it would be more useful, because its current version is basically an early game flat damage boost with negligible effects on ability checks. I get it's an early game spell but man does it feel underwhelming, especially considering how few spells the warlock learns
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