@@ 17,15 17,15 @@ And who doesn't want to shoot an arrow through one goblin and skewer a second?
### Ruling
-When you make an attack using a weapon with which you are proficient and which has the _heavy_ property, and the damage which the target of your attack receives (after applying resistances, etc) exceeds the target's hit point total, any remaining damage can be carried over to another target.
+When you make an attack using a weapon with which you are proficient and which has the _heavy_ property, and the damage which the target of your attack receives (after applying resistances, etc) exceeds the target's current hit points, any remaining damage can be carried over to another target.
- If the original attack was a melee weapon attack (and not _thrown_), choose a target within your reach that is adjacent to your original target.
- If the original attack was a _ranged_ or _thrown_ weapon attack, choose a target within the weapon's base range which is behind the original target along your line of sight.
-Make an attack roll against the new target.
+Make an attack roll against the new target's armor class, using the same modifiers as the original attack.
On a hit, the remaining damage from your original damage roll is applied to the new target.
-If the applied damage (after applying resistances, etc) exceeds the new target's hit point total, you may cascade the remaining damage according to the same rules.
+If the applied damage (after applying resistances, etc) exceeds the new target's current hit points, you may cascade the remaining damage according to the same rules.
## Hex Warrior
@@ 42,8 42,8 @@ If the applied damage (after applying resistances, etc) exceeds the new target's
### Discussion
Basically what they said.
-If you can get everything you need from charisma, well, I hate you in real life and it's too powerful for the game.
-So let's push that back a bit so every Bard, Paladin, and Sorcerer or (or Wizard, using the Pact Magic house rule) doesn't jump into Hexblade for a single-level goodie bag.
+If you can get everything you need from charisma, well, I strongly dislike (and envy) you in real life and it's too powerful for the game.
+So let's push the Charisma weapons back a bit so every Bard, Paladin, and Sorcerer or (or Wizard, using the Pact Magic house rule) doesn't jump into Hexblade for a single-level goodie bag.
### Ruling
@@ 61,8 61,8 @@ So let's push that back a bit so every Bard, Paladin, and Sorcerer or (or Wizard
> The influence of your patron also allows you to mystically channel your will through ~~a particular~~ **your pact** weapon.
> ~~Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property.~~
> When you attack with ~~that~~ **your pact** weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
-> ~~This benefit lasts until you finish a long rest.~~
-> If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
+> ~~This benefit lasts until you finish a long rest.
+> If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.~~
## Pact Magic
@@ 78,8 78,15 @@ So let's push that back a bit so every Bard, Paladin, and Sorcerer or (or Wizard
### Discussion
I like it; I prefer the class fantasy of a seeker of knowledge instead of a strong personality.
-Making the change makes gnomish warlocks more optimal, as well as Artificer or Warlock multi-classes.
+Making the change makes gnomish warlocks more optimal, as well as Artificer or Wizard multi-classes.
It means the Warlock is no longer a party's face, which is OK: someone delving into the depths of forbidden knowledge is not generally going to exceptionally deft, socially speaking.
+
+> Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse.
+> Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.
+> Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
+>
+> [Player's Handbook](https://www.dndbeyond.com/sources/phb/warlock#Warlock)
+
These are hackers, people.
Of course, if you want to play a Charisma warlock --- a suave, power-hungry maniac --- I'm OK with that too!
@@ 100,7 107,9 @@ Of course, if you want to play a Charisma warlock --- a suave, power-hungry mani
>
> #### Spellcasting Ability
>
-> **Choose either** Charisma **or Intelligence** ~~is~~ as your spellcasting ability for your warlock spells, ~~so you~~ and use your ~~Charisma~~ chosen abiliry whenever a spell refers to your spellcasting ability. In addition, you use your ~~Charisma~~ chosen ability modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
+> **At level one, choose and either** Charisma **or Intelligence** ~~is~~ as your spellcasting ability for your warlock spells, ~~so you~~ and use your ~~Charisma~~ chosen ability whenever a spell refers to your spellcasting ability.
+> In addition, you use your ~~Charisma~~ chosen ability modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
+> **The chosen ability cannot be changed.**
>
> Spell save DC = 8 + your proficiency bonus + your ~~Charisma~~ chosen ability modifier
>