Hex

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to curse a new creature. A remove curse spell ends this effect.

At a Glance

Level
1st
School
Enchantment
Casting Time
1 bonus action
Range
90 feet
Duration
Concentration, up to 1 hour
Concentration
Yes

How Hex Works

Casting Time1 bonus action
Range90 feet
ComponentsV, S, M (the petrified eye of a newt)
DurationConcentration, up to 1 hourCONCENTRATION

Available to:

Warlock

Damage

1d6 necrotic (bonus damage)

At Higher Levels

When you cast this spell using a spell slot of 3rd or 4th level, you can maintain concentration for up to 8 hours. When you use a 5th-level slot or higher, you can maintain concentration for up to 24 hours.

Common Mistakes

Common Mistake
Forgetting the bonus damage only applies to attacks that hit, not spells (unless the spell involves an attack roll)
Common Mistake
Not choosing an ability for the disadvantage - it's a required part of the spell
Common Mistake
Thinking you can switch the cursed target at will - only when the current target dies
Common Mistake
Forgetting remove curse can end this effect

DM Tips

DM Tip
Essential warlock spell that pairs perfectly with Eldritch Blast
DM Tip
The ability check disadvantage is often underutilized - suggest Strength for grapples, Dexterity for stealth, etc.
DM Tip
Track concentration carefully as warlocks often maintain this for entire combats
DM Tip
At higher levels, all-day hex on a recurring villain can be very dramatic

Sources & Further Reading