Is Hex actually that great?
Firstly, let’s see the reviews of hex 5e from other DnD players.
Hex 5e is extremely valuable. A no save disadvantage on an ability check of choice 1st level spell that also does an extra 1d6 damage whenever you hit something is an amazing spell.
I’ve done a disadvantage on strength or wisdom ability checks many times making it extremely difficult for an opponent to avoid grapples or detect anything using their Perception ability. It’s 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 5e. But I got myself a Pact Bearer’s rod so once in 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 dnd 5e Hex is definitely back in the mix; with the Pact Bearer’s rod, I’ll have an extra spell slot once a day. Good times ahead.
Concentration doesn’t break on rests, there are specific conditions to lose concentration:
-cast another concentration dnd 5e spell;
-being damaged a not passing the test;
-being incapacitated or dead;
If in your game you want to put some other conditions its ok, but don’t use that as a reason for a spell to suck XD
Another character that would love you for granting enemies disadvantage on strength checks is a Beast Master Ranger with Panther companion, targets of pounce have a strength check to resist being knocked down.
Technically, the initiative is rolled for the surprise round also. The way surprise works in dnd 5e, all that happens is that anyone surprised does not get to take actions while they are surprised. It is relevant for assassins, for instance. — Alfrebaut
- Level: 1
- Casting time: 1 Bonus Action
- Range: 90 feet
- Components: V, S, M (the petrified eye of a newt)
- Duration: Concentration, up to 1 hour
How does dnd 5e hex works?
You curse a creature you can see within range. Until the spell ends, any attack you hit on that target will cause an additional 1d6 necrotic damage. In addition, when you cast the spell, you select an attribute, making the target’s attribute check at the disadvantage of the selected attribute.
If the target’s HP drops to 0 before the spell ends, you can use a bonus action to curse another creature in a subsequent round before the spell ends.
You can terminate the spell early by casting a spell on the subject and removing the remove curse.
At a higher level. Focus can be maintained for up to 8 hours when casting this spell with a 3rd or 4th ring spell. Focus can be maintained for up to 24 hours when casting this spell with 5 orbital orbits.
Source: 251 Players Handbook (Get A Copy of the Book)