Been fiddling around with the idea of a Monk with the Magic Initiate feat picking up Hex from the Warlock list.
Originally the idea was to inflict disadvantage on saving throws
Note: Hex doesn't give disadvantage on saving throws, only ability checks (which does include skill checks).
Ach! Indeed, I seem to have misread that one. Might've mixed it up with Bestow Curse or something... Hex is still pretty baller, even without imposing saving throw disadvantage. Guess that pushes the focus for Hex-dipping even further away from Elemonk, eh?
Reading about some of the rules clarifications that have bounced back and forth between the community and WoTC... Stuff like how Crossbow Expert only works for one shot if you're wielding a crossbow together with another weapon since you "can't reload it" (but that it works just fine when used
by itself), and how nets are specifically made to always be at a disadvantage. And then there's the weirdness with using bonus actions between primary action attacks if you have Extra Attack from somewhere... Always nice when the official answers end up talking past the question that gets posed.
And then there are the questions as to what happens when an Eldritch Knight tries to use Weapon Bond on, say, a net. Or bend the definitions of "improvised weapon" and bond a boulder. Or a dead body.
-snip-
I dunno, for me Conjurer primarily seems to be about A) conning merchants with a limited-time-offer lump of pure gold, and B) being able to retain concentration on conjuration spells regardless of taking damage.
That first point is bound to backfire sooner or later, if it fires at all, but the second point is pretty solid if you're using your concentration on conjurations. As for minor conjuration cover, yeah, dunno... A 3' by 3' sheet that's a quarter-inch in thickness would apparently weigh slightly over 92 pounds, if we're going by the values Google presents for their real-world weights, heh. You'd also have had to have seen the "item" before, and I don't know if that specifically defines the material of the item or not... Otherwise you could go for a
really thin sheet of mithral (1/2 the weight of iron, if going by comparative armor weights), despite never having seen "mithral" and "sheet" qualities in the same object.
Seems to mainly be about copying keys, fooling the gullible (it's visibly magical, so make an amulet of invisibility and sell it to someone. When it disappears an hour later, tell them it's working), and causing banana peels to suddenly pop into existence in front of marching soldiers. For cover, I'd just as soon use Minor Illusion (...sure, it doesn't actually stop anything going through it, but the archer looking for you doesn't need to know that).
And as for Hex vs. Bane/Bestow Curse, the biggie is of course that there's no save offered. The fact that it's also a bonus action, and can be re-applied with a bonus action during its 1-hour duration if the previous target drops to 0 HP, well... That's just gravy, and makes it very nice for the limited nature of the Magic Initiate slot. The fact that it doesn't give saving throw disadvantage is honestly fine, being able to pump out +1d6 necrotic damage with every attack is still huge.
Abjuration specialty, eh... The ward seems a bit flimsy to be honest, but every little bit helps, I guess. But the level 10 of adding proficiency to ability checks when casting spells is awesome. At level 10 that's a +4 increase, which is pretty sizeable when using Dispel Magic/Counterspell to break something down. The level 14 bonus is some ridiculous spell defense, and further solidifies the Abjurer's role as a wizard duel champion.
Personally, for a Xanathar-imbued melee caster, I think I'd rather go sorcerer due to being able to use Twinned/Quickened metamagic with melee spells. I've been looking at the dwarf angle for that myself, hehe... A level of fighter is of course going to give the better stuff overall, but if levels are tight I can see dwarfiness being useful instead. Xanathar also allows for the Divine Soul sorcerer, which is all sorts of silly.