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Meh, dont watch it if you dont want to. If you dont like em, then you can pass it up and just look at the PHB.
The best use of Hex, and i mean the absolute best, is to put it on a caster that you know is going to be using Spells that...just happen. Those spells typically are ability score checks, and have nothing to do with a target making any sort of saving throw.
So the caster goes to cast and has to do it with the penalty due to Hex.
You are right, there arnt a lot. And im really racking my noggen to come up with some. I KNOW there are some, so take that for as much/little as you like.
But as mentioned previously, things like -Str for grappling is a thing. You can use -Str for pushing some one away and off a cliff into a non-leathal distance, thus making the following (potential) athletics check harder, but yeah...not a bunch.
Bigby's Hand (STR), Bones of the Earth (STR/DEX), Control Water (whirlpool/STR), Counterspell (casting abiliity if target spell is >L3), Detect Thoughts (INT), Disguise Self (INT), Earthquake (buried/STR), Ensnaring Strike (STR), Entangle (STR), Enthrall (WIS), Evard's Black Tentacles (STR/DEX), Glyph of Warding (INT), Hallucinatory Terrain (INT), Major Image (INT), Maximilian's Earthern Grasp (STR), Maze (INT), Minor Illusion (INT), Otiluke's Freezing Sphere (STR), Phantasmal Force (INT), Programmed Illusion (INT), Project Image (INT), Seeming (INT), Silent Image (INT), Spike Growth (WIS), Symbol (INT), Telekinesis (STR), Tsunami (STR), Web (STR), Whirlwind (STR/DEX), Wrathful Smite (WIS)
I'm just going to assume that maybe 2-3 of those will make it into the game and even fewer will be used by NPCs that you would want to Hex.