Hex 5e: Mechanics and Guide to Using the Spell

Casting Time

1 bonus action




Necrotic, Debuff


90 feet






1 hour ©




Verbal, Somatic, Material

Spell Description:

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 of yours to curse a new creature.

A remove curse cast on the target ends this spell early.

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

1st level, Enchantment, Damage, Necrotic, Debuff

Level: Warlock (1), Bard (10, Magical Secrets)

Materials Required: The petrified eye of a newt

Number of Targets: 1, can change targets if the current target dies before the duration ends.

Die Type: d6

Number of Dice: 1

Damage Type: Necrotic

Save: None

Damage On Successful Save: N/A

Statuses Inflicted: Target has disadvantage with ability checks made with ability chosen by caster

Status Duration: Until Hex curse is removed

Affected By Cover: No

Advantage: None

Disadvantage: On all ability checks made with ability chosen by caster

What is Hex?

Hex is a 1st level Enchantment spell that inflicts a target with a curse. The cursed target receives an extra 1d6 Necrotic damage when the caster hits with an attack. Additionally, the caster may choose an ability, and the target has disadvantage with all ability checks made with that ability score.

Who can cast Hex?

Hex is a Warlock-only spell. The only other class that can take this spell is the Bard, who can grab the spell with Magical Secrets, available to all Bards by 10th level. Any others looking to gain access to the Hex spell will need to use the Magic Initiate feat and select Warlock as their class.

When and Where should I cast Hex?

Hex is a good spell both in and out of combat. In combat, it provides a bit of extra damage to melee caster, especially Pact of the Blade Warlocks, and out of combat, it can assist players in roleplay scenarios or with reconnaissance and information gathering.

Why should I take Hex?

Hex is a good all-rounder spell, especially since the Warlock can choose to concentrate on it for up to 24 hours, meaning that one cast can last them all day — even through short rests that they take to regain their spell slots.

The damage isn’t going to win you any awards for the highest burst, but 1d6 can very easily be the difference between a kill and not.

Not to mention, the ability to bounce it to a plot character to impose disadvantage to them later means that the spell has continued use even after the fight ends.

Common Questions About Hex