Can dragonshard augments be used by hexblades to enhance their pact weapon or implement?

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Okay, I've been looking at the descriptions of the dragonshard augments in the Compendium.

The shard of the mage apparently can only be used on a weapon that is used as an implement (i.e. a hexblade can't attach it to her magic rod)

Likewise, the description for the pact weapons say they can't be enchanted.

Could I add the shard of merciless cold to a hexblade's magic rod and use that to deal extra damage when attacking with the fey pact weapon (the blade of winter's mourning?)

I know I can homerule, I was just wondering if that was possible under the "official" rules.

Thanks in advance!
This works, with some restrictions.

You are correct that dragonshards can be attached only to a magic weapon (EPG 111).  They cannot be attached to a non-magical weapon, nor can they be attached to an implement.

However, if you use a combined weapon/implement (ex. a staff if you multiclass, a light/heavy blade if you multiclass, an ironscar rod, etc.) you can attach a dragonshard to it.

When you use a pact weapon power with both the weapon and implement keyword, you gain the benefits of both your pact weapon and your implement, subject to the normal stacking rules (HotFK 207). My interpretation is that you will benefit from a dragonshard in this situation.
Thanks logopolis!

That makes sense. I'll use an ironscar rod or some other rod that can also be used as a melee weapon. I'm trying to make the damage a hexblade can do more equal to that of a slayer. (essentials builds)
Does this also apply to the Winter Court Weapon found as part of the Feywild themes? It gives you a +1 magic weapon you can summon at-will.

58286228 wrote:
As a DM, I find it easier to just punish the players no matter what they pick, as I assume they will pick stuff that is broken. I mean, fight after fight they kill all the monsters without getting killed themselves! What sort of a game is this, anyway?


An insightful observation about the nature of 4e, and why it hasn't succeeded as well as other editions. (from the DDN General Discussions, 2014-05-07)

Rundell wrote:


Emerikol wrote:


Foxface wrote:

        4e was the "modern" D&D, right?  The one that had design notes that drew from more modern games, and generally appealed to those who preferred the design priorities of modern games.  I'm only speculating, but I'd hazard a guess that those same 4e players are the ones running the wide gamut of other games at Origins.

        D&D 4e players are pretty much by definition the players who didn't mind, and often embraced, D&D being "different".  That willingness to embrace the different might also mean they are less attached to 4e itself, and are willing to go elsewhere.

    This is a brilliant insight.  I was thinking along those lines myself.  


    There are so many tiny indie games that if you added them all together they would definitely rival Pathfinder.   If there were a dominant game for those people it would do better but there is no dominant game.  Until 4e, the indie people were ignored by the makers of D&D.


Yep. 4E was embraced by the 'system matters' crowd who love analyzing and innovating systems. That crowd had turned its back on D&D as a clunky anachronism. But with 4E, their design values were embraced and validated. 4E was D&D for system-wonks. And with support for 4E pulled, the system-wonks have moved on to other systems. The tropes and traditions of D&D never had much appeal for them anyway. Now there are other systems to learn and study. It's like boardgamegeeks - always a new system on the horizon. Why play an ancient games that's seven years old?


Of course, not all people who play and enjoy 4E fit that mould. I'm running a 4E campaign right now, and my long-time D&D players are enjoying it fine. But with the system-wonks decamping, the 4E players-base lost the wind in its sails.

Does this also apply to the Winter Court Weapon found as part of the Feywild themes? It gives you a +1 magic weapon you can summon at-will.

I assume that you're referring to the Unseelie Agent's create shadow-wrought weapon power?

Create shadow-wrought weapon lets you create a weapon of any type you want. If you can use that type of weapon as an implement (ex. using the Arcane Implement Proficiency feat to steal the swordmage's light/heavy blade implement proficiency), then you can use it with your pact weapon powers.

Depending on how your DM rules it, there may be another problem with summoned weapons: the rules do not define what happens to a dragonshard if the weapon it's attached to disappears. If your DM rules that the dragonshard falls off, then you'll need to spend a bunch of minor actions to draw and reattach your dragonshard, and then resummon your pact weapon, each time you summon the shadow-wrought weapon; this would make it impractical for combat situations.

That's why I was planning to attach the shard to the rod, not to the pact weapon. I'm even considering thinking of the pact weapon as a "lighstaber" with the rod as the hilt. I think that is more cool than wielding a rod in one hand and a magic rapier in the other. (personal preference)