D&D 5E Hex spell clarification

CorrEliLalis

First Post
I'm new to 5th Edition D&D so need some help with a section in the Hex spell on page 251 of the Player's Handbook. In the spell it says "The target has disadvantage on ability checks made with the chosen ability.". Does this mean if I select Strength or Dexterity the target would have disadvantage with ANY checks made using the chosen ability (meaning attack rolls, saves, & skill checks) or does that mean only with saves & skill checks? Thanks.
 

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As I understand it, they only have disadvantage on skill checks with that ability. It does not affect saves or attack rolls because those are not ability checks. However, a skill check is an ability check. It can be useful to helping someone grapple or shove them (disadvantage on strength).
 

There are three mutually exclusive types of d20 rolls used by the 5th edition rules: attack rolls, saving throws, and ability checks.

So no feature that calls for or interacts with one of those applies or interacts with the other types unless it specifically mentions each. Which means hex doesn't affect attack rolls or saving throws.
 

This might at first seem very situational effect of the hex spell, however you should tell a buddy of yours to grapple the crap out of hexed target when targeting strength. :)
 
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It's effective in a lot of situations, just not universally:
- if someone is counterspelling/dispelling you, hex their casting stat
- if you're trying to fool someone with an illusion, hex their Int
- hexing Int makes Maze work better
- hexing Str makes it hard to escape from things like web
 

It's effective in a lot of situations, just not universally:
- if someone is counterspelling/dispelling you, hex their casting stat
- if you're trying to fool someone with an illusion, hex their Int
- hexing Int makes Maze work better
- hexing Str makes it hard to escape from things like web

Also, hexing Dexterity affects initiative. (May matter more under Speed Factor initiative than standard cyclic initiative.)

Hex was deliberately designed to have both in-combat and out-of-combat uses. Out of combat, hexing Wisdom or Charisma could be good. Imagine a diplomatic negotiation where you Hex the enemy ambassador's Charisma before presenting your own counter-proposal!
 

As great as Hex is in combat, I think it's even more effective out of combat. And with a range of 90 feet, you've got a shot at casting it without the target noticing.

Note that the target must be "a creature you can see" within range. So, send your familiar around the corner to eyeball the target, and then cast the spell while you're looking through its eyes. Just make sure the target is within 90 feet of you (the caster).
 

As great as Hex is in combat, I think it's even more effective out of combat. And with a range of 90 feet, you've got a shot at casting it without the target noticing.

Note that the target must be "a creature you can see" within range. So, send your familiar around the corner to eyeball the target, and then cast the spell while you're looking through its eyes. Just make sure the target is within 90 feet of you (the caster).
Note that this trick won't work for most spells, since you need to spend your action to look through the familliar's eyes, but hex is a bonus action so it works perfectly :) No wonder that people are afraid witch's black cat.
 

Thanks for pointing out the illusion angle.

After looking at a few of the illusion spells, some of them are combatted with savings throws (which Hex won't affect), and some are ability checks. A couple of examples:
Disguise Self - ability check Intelligence (Investigation)
Dream - Wisdom saving throw
Fear - Wisdom saving throw
Greater Invisibility -- no ability or saving throw, it just works
Hallucinatory Terrain - ability check Intelligence (Investigation)
 

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