>Core rulebooks, adventure modules, Unearthed Arcana
>Pastebin with homebrew list, resources and so on:
>OGL and SRD for 5e
Players: Tell me about your adventures in intrigue and political fuckery. Do you enjoy this kind of game?
GMs/Worldbuilders: What role does diplomacy play in your setting? Are your Kingdoms hidebound and isolated, or is your world rife with background actors?
I made a world with a mixture of kingdoms and intertwining politics and motives which the party in their actions would influence over time in various ways. However my group is bad at long term campaigns. They always wanna play but never commit.
My players have shipwrecked on an island where a minor noble is making a play for the governor's position by making the present governor look like an incompetent buffon; this guy starts riots, incites pirate raids, and spreads nasty rumors about the governor.
Not sure if the party will pick up on that.
One of the games I'm in now is an Eberron one where we're part of a group dedicated to upholding the Thronehold Treaty. There are so many politicians we've interacted with and they're all dicks. I love it.
If you only use it two handed and never mix it up with a shield or free hand to adapt to the situation then not using a heavy weapon is pointless.
Of course, you might just have one kick ass magic weapon that's always worthwhile.
Maybe. Given that people are talking about creating a draconic patron archetype, you could probably go either way.
Thematically the distinction between sorcerer and warlock is fuckall by now, so I'm not really bothered either way.
Hey there /tg/ I found this, but it's kinda limited any ideas how to make it deliver better results? (as in adding more tables for limb numbers or more features)
Also post results, mine was a:
Neutral aligned gargantuan psychic monstrosity in the form of a globe with no eyes and a big jaw, that has the ability to burrow and roars when threatened.
Basically a gigantic underground pacman
Get a small group of people 2~4 players, make the setting really clear to them, and create a shitload of unique NPCs that interact with the party at certain intervals and then choose some of those NPCs to be relate-able villains, finally make an over the top and crazy plot device to make the whole thing more interesting.
>start weekly session with very little prep
>players immediately begin roleplaying (all of them, in turn) for half an hour
I love my group.
I suppose as long as the players understand what to expect, the general railroading wouldn't be a big issue. Nobody I play with has read SBR though, so idk how it would go over.
there is a dotx in the extra folder in the mega that has some decent formatting. Or there is some le reddit markdown thing, critical 20 or some shit, but it can't export into anything because retarded reddit
As a drow wizard, I can just use Poison Spray/Magic Missile/Thunderwave/Burning Hands/Chromatic Orb/etc. to get around the sunlight sensitivity, since disadvantage doesn't effect spells with a saving throw, right?
A small, bone-thin, evil creature that burrows below the earth with two clawed and bladed tentacles on it's 8-eyed, chitinous front and another 18 clawed tentacles on it's furry, short-tailed backside and possesses the power of regeneration.
I imagine it looks like some kind of tuber and sits around waiting for someone to try and pick it before attacking, which would make the regeneration very useful should someone take a bite out of it.
Nobody likes snooty noble High Elves, not even other High Elves, so he ain't gonna get shit for Charisma.
Never looked at these pregens before... he must be designed to be an uppity, an over privileged, spoiled brat who picks nothing but attack spells and thinks himself Tyr's gift to the realms.
Check out this sweet ass half-elf monk I'm going to play. Her foot game is off the charts and I'm gonna tell everyone at the table my thoughts on her feet.
>What role does diplomacy play in your setting? Are your Kingdoms hidebound and isolated, or is your world rife with background actors?
Well, the setting is rife with politicking and the entire world is a clusterfuck of factions and ideals, but none of that matters, because my players like it so much that the following exchange just occurred:
>talking about treasure the party received recently
>"It occurs to me that the denomination should have been in platinum when it was tucked into an envelope. Since 300 gold is rather heavy. I'm not saying I'm all about dat realism or anything, but 30 coins is more elegant than 300."
>"It's not too late to introduce paper money [Anon]."
>"I do that, and newspapers become a thing. Granted, I'd say the setting isn't far out from newspapers."
>Bold letters: "Let newspapers become a thing! Exchange rates. My dick is diamonds for currency exchange rates."
I'm 90% sure the next arc of the campaign is simply going to be going through a villain's tax returns looking for fiscal errors in his quarterly earnings.
Pay what you want is the only way to git gud since so many people will see and review it.
You might also get some strange anons that give you 10 dollarydoos because they like your work or something that way too.
>Body Type: 5 = Biped
>Hinds Limbs: 20, 18, 17, 4 = 18 feet
>Fore Limbs: 1 = Same as Hind
So it has stands on 18 legs and has feet for hands. This is downright Spore-tier. Also
>Rolled over 75 on the attribute chart five times
This chart is all kinds of fucked up and I'm going to use every retarded creature I roll up with it.
Seems I can't quite finish this on my phone. Gotta throw together a cover image and figure out how to add my PayPal to the account. Oh well, I've got the important stuff done.
When I upload it there I'll share it here as well, because why not?
My friends and I just started playing, and as the DM, I'm confused about how I'm meant to convey visual information.
We're playing the Lost Mines of Phandelver starter set, and for example, I don't know how to give the players an understanding of all the various buildings without a physical map to just show them. There's at least a dozen important buildings spread around, plus quite a few minor ones. Or, in the dungeons, with big rooms full of secrets and trenches and furniture and passageways, I'd have to spend a lot of time just explaining the geography of each room - and they'd forget half of it immediately.
I could just show them the map in the book, but those are marked up with all kinds of plot-sensitive information they don't have yet. I couldn't even show them the map of the region they're in, because it gives away every important location (and reveals what the important locations will be).
Should I be drawing this shit out? My art skills are abysmal, so I hope not.
I think I read that someone has made unmarked maps for the campaign somewhere online, and I'm going to go look for those now, but once we move on to a campaign of our own design that won't be available.
Just give brief descriptions
>This is a cave tunnel. There is a river flowing out to your left and another cavern room to your left that you can hear the sound of snarling coming from. ahead of you is a bridge perpendicular to you 10 feet in the air.
Only give them more information if they ask for it.
I saw leather in the skin section and thought "I guess they mean plain skin" but then in the wings section it's got both skin and leather options..
Otherwise pretty decent and probably will train DMs to describe their monsters in more detail more often, whether it's an abomination created by this table or a traditional fantasy species.
http://www.5esrd.com/ Some guy's been working on getting the SRD in HTML form, it's just a simple Google Sites page and needs more organization, but all of it's there it seems. I emailed the guy to see if I couldn't help him get the classes, races, and monsters better-organized and formatted.
You know, it'd be nice to try and get my own setting published, even if Wizard's is holding my least, since I've crafted it to be inherently tied to Planescape cosmology and thus have made it otherwise unmarketable.
And yet they've decided to go 'Forgettable Realms ONRY' with it, and I have to ask why.
>And yet they've decided to go 'Forgettable Realms ONRY' with it, and I have to ask why.
Because like 1/3rd of all D&D players play in Forgotten Realms. They have outright said they plan to expand it later, and given that one of the upcoming adventures features "barbarians," "an airship," and a "pulpier feel," Eberron is probably coming sometime this year with a DMs Guild expansion to match.
Rephrase: I do actually know the reason 'why', I'm more curious as to why NOT.
If it doesn't sell because it's not Forgotten Realms, I fail to see why they still think to forbid it to begin with.
Wasted most of last night creating a Dark Knight class. Not even sure if the shit's balanced (likely not), but whatever, I was on an FFXIV romp.
Here it is if you guys are interested.
>creating a full 20-level progression for something that would better fit as a more elegant, balanced subclass progression
Dude we've been sitting in this thread since 5e launched, and it's been almost non-stop shit terrible homebrew. It's a serious problem for the thread. And now with this exchange thing every nerd suddenly thinks they are a fucking dev, and now we're getting even more shit homebrew. Like yours. Please stop.
But then he couldn't fit all 50 awesome abilities in it.
Not in principle, but yours is a bad example of what to do in a few ways. It's a very specific idea with far too many toys added on. You'd be better off making a new Knight class with generic abilities and flavor, and have a dark knight archetype.
Everyone thinks, "holy shit, a class is just a few paragraphs, it's so easy" then they make the Dark Knight and its terrible and everyone knows it and hopefully now the poster realizes it's much harder than it looks and that he should just give up.
>You get better by repeatedly doing something, not by giving up.
Who the fuck talks like that. You think if you, a 400 pound white man, practiced enough, you could join the NBA? Sometimes dreams DONT come true.
Alright, so I called his Dark Knight shit, but you're even worse.
I do a bunch of homebrewing, too, and I was alternately elated/disgusted when the SRD came out yesterday: on one hand, I've got a huge boner for open source projects and am glad the tools are now out; on the other, yeah, we're going to get a shit tsunami of terrible things that people threw together so they can sell them.
But the attitude that he fucked it up and should just stop trying is asinine. Go play your game; let him play his.
I think your Dark Knight is hot garbage; kudos to you for not giving a shit. I might never like it, but it's not your job to care.
Have fun, Anon.
>on one hand, I've got a huge boner for open source projects and am glad the tools are now out; on the other, yeah, we're going to get a shit tsunami of terrible things that people threw together so they can sell them.
who the fuck talks like this? are you having a conversation with yourself?
Will do. Good luck in your endeavors, Anon.
I'm pretty sure he was making a point regarding the can of open worms with amateurs like me coming into the fray.
I'll quote the above poster. Are you having a conversation with your self?
Just got home from my first game
>local game shop
>fill in for missing person
>lvl 6 group, playing the tank
>forget to rage
>3 healers to the rescue
Stupid 2 headed stone giant
Going to make a ranged rogue next week
>two of the three pictures are grimderp animu women
>another from a JRPG
Didn't even read the rest.
>not loving dat Jeannu and Saber Alter
Guess you've got brain problems
>you have taken to a belief so strongly that you shape the very darkness that permeates the void and your own heart
is this a parody of 2edgy4me anime bullshit or are you being serious?
Guys my boss wants me to play in his DnD game this weekend, he is tired of the group having no focus or actual interest in roleplaying. I think this game might benefit me a lot in real life too, so I don't want to fuck it up.
What should I play?
I did a quick look and those seem really fucking edgy. I've never played a paladin though, so maybe it's not that bad.
Usually I go for rogues, summoners or inquisitor types but apparently those are not good at inspiring teamwork.
DESU SENPAI, just playing a 'good' leaning alignment, maybe a fighter with some sort of neutral alignment, but still holds virtue.
Hey, if its for irl benefits, be his tank, or something. Just be focused.
And dont be a kiss ass, yea? Thats overdoing it
Two headed stone giant tells me it's Out of the Abyss. I fought in that fight. By which I mean stood out of the way and took potshots with a crossbow while the druid got smashed about.
Yeah Good seems the way to go from what I guess his campaign would be. He's kind of a weeb, don't really know how that will play out.
I really will be bored out of my fucking mind if I'm just playing a fighter class. I just can't bring myself to roleplaying dumb characters.
If only this was pathfinder and I could just wear my familiar like a fuzzy blanket and be tanky as fuck.
New DM here, I got some questions about the rule
> wizard gets beheaded by baby red dragon
> cleric runs to her aid but has no diamonds (as for components) to cast revivify
> she casts gentle repose on the wizard and the party carries her out of the room
I was unsure about how 'Gentle Repose' work, seems she cast it on the Wizard before the 1 minute limitation for Revivify so they have now 10 days to get the components needed to revive the Wizard.
The question is, is that how 'Gentle Repose' works?
And if the "victim" was beheaded, does Revivify works on him? (they have the head tho)
This is funny but to cast 'Gentle Repose' she had to put copper coins on the dead wiz's eyes and then she just "put the head back in the body" so the effect kick in.
Well, Gentle Repose does the trick for preserving the body just fine. That's what it's meant to do. Whether Revivify works is a little more questionable. It doesn't restore missing parts, but you have the head available. Up to you, though I'd say they need a different spell.
>Should I be drawing this shit out? My art skills are abysmal, so I hope not.
Drawing walls based on an existing map doesn't take any artistic skill Anon.
Also, the mega in the OP has unmarked maps for LMoP
Thanks. Yeah since they got 10 days... I'll make it so they would need someone to help them reattach the head in a surgical or magical way.
They are medium size so I though with it would be enough to bite through a young thin genasi wizard's neck with a Critical attack roll and almost max damage on damage roll.
poor wiz, that night the dive were not on her side.
>What role does diplomacy play in your setting? Are your Kingdoms hidebound and isolated, or is your world rife with background actors?
I have like 3 or so kingdoms and an empire kinda deal. I gave my players the option to interact with them and affect major world decisions.
Most of the time they prefer to have their actions affect a smaller scale (as I predicted) but from time to time they'll get updates on the global scene and they might try and act on it.
For some it's easy, for others it's harder than you might think. A lot of 3.5e classes have asinine level layouts and mixes of completely useless features that aren't worth porting over, or features that are too strong to be fully put into 5e.
omg average damage from 1d10 rerolling 1s and 2s is 6.3, average damage from 2d6 rerolling 1s and 2s is 8.3. So you lose 2 average damage, while your bread and butter is smite damage anyway.
Its really not bad. You guys
brev i'm just saying, if he wants to play a traditional longsword carrying paladin archetype, and not have a huge sword, hes really losing next to nothing to do it.
the upside is that if he gets a magical longsword he can use it both with a shield or without
the upside is he can wield his grandfathers blade
the upside is whatever he wants, with very very little mechanical drawback
Literally last night: 3.5 I an Archivist and the Rogue had to sneak into a barracks full of men. Went through the sewers I nearly fell to my death. Later I saved the Rogue after he fell during a climb up some slippery rocks (rolled a 2)
Realized partway in that I could alter self into a Mountain folk which is REALLY useful. I managed to make a few strength checks to carry him up with my climb speed. Sadly he broke his fingers... and took massive damage which I healed.
Afterwards we snuck through a barracks full of sleeping men and eavesdropped on a company conversation relevant to plot. We then managed to sneak into almost every captains quarters available before going into the Commander of the Guards room after he left in a huff.
We stole the commanders entire hidden safe which I found when grabbing books on his shelf that seemed vital to what is happening plot wise. Rogue managed to break the safe it was full of books, envelopes and various other shit. Then we robbed his desk and took security postings and other various shit on top of copying their main map detailing what they are doing in the area.
Then we found out the captain of the guard who is the brother of our paladin's master imprisoned his brother. Oh and the shit we stole from his safe had a Seal on it which was abjuration and has an aura of conjuration. Not to mention the letters and other various shit we stole painted a picture that the company is no longer mining and might be sacrificing people to some temple they found underground and the temple might have a Dragon corpse possessed by a Demon from the Abyss. Oh and this demon can summon blood locusts that turn people into vampires.
What are the best-organized D&D (and etc.) adventures you've seen? I know that the 5e ones are piss-poor and make running them a chore, but I don't have any examples of adventures organized correctly.
The best well organized campaign I have ever been in is the OotA i'm currently playing in. The party is well balanced and gets along "relatively" well (I'm a LE warlock and one of the party members is a LG paladin that hates me and sorta wants to get rid of me, but I get along just fine with the NG nature cleric). The game also runs smooth and the DM can roll with anything on the fly.
I meant like, adventure books. Princes of the Apocalypse and Out of the Abyss are great adventures, yeah, but they're organized in a way that referencing things and keeping track of everything can be a chore, both in my experience and from people who have run them.
Because they don't need them and companions of all sorts are better handled by DM fiat than game mechanics, e.g. Beast Master being almost universally looked down upon.
Grab Speak with Animals and forge relationships with woodland critters.
> When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.
What would you call this ability?
New DM here. My players are only level 2 and I'm having a hard time deciding the difficulty levels of Ability Checks. I just don't know how to decide how easy or difficult something should be yet.
Use the difficulty guidelines and eyeball it from there. Ultimately it depends on the task at hand, maybe give us some examples of ones you can't decide on?
Somewhat Believable Edition: Variant human fighter, take Sharpshooter feat and Archery fighting style, start with a longbow. Go Battle Master and pick stuff like Trip Attack and Goading Attack that don't care about melee vs. ranged. Precision Attack is also great because you can get off the -5/+10 from sharpshooter with ease.
Ultra Cheese Edition: go Crossbow Expert instead, get a hand crossbow as quickly as possible, then grab Sharpshooter after your dex is at 20 (8th level with array/point buy, possibly earlier if you roll stats).
Grab magic initiate and steal Hex or Hunter's Mark to add on even more damage. Maybe get three rogue levels at some point if you've got a melee buddy so you can pick up its low-level goodies, go assassin if you do and snipe the shit out of people with surprise autocrits.
Probably a a BM fighter. Racial options vary but a flying race is superb if you DM allows it. If flying is allowed I would suggest feral tiefling with the variant wings.
Variant human is also a solid choice with either sharpshooter or Alert (alert because the sooner in initiative you go the better chance you can distance yourself from the enemy before being engaged in melee. Sharpshooter is grand for damage but the gamble is pretty high at low levels unless you can gain advantage somehow.). Magic initiate is also a good choice for hex, making you more like a ranger (in a good way).
So if I'm submitting something to the Dungeon Master's Guild, and I've used somebody's photoshop guide and template, is simply crediting them at the end good enough? I don't know the etiquette of this shit.
Rolling a character whose backstory involves them being a human that was (fairly recently) transformed into a Drow through some sort of macguffin.
Question is, where to draw the line with racial traits between Human and Elf? Obviously stuff like darkvision is in, and stuff like being guaranteed to now Elvish is out, but some things...it's tough to tell whether that would be the product of their just being an elf/drow or their upbringing. Magic, heck, even the sunlight sensitivity, for example.
Using the basic player's handbook for reference, if that matters.
With this backstory and what it sounds like you are trying to do, my suggestion would be to be a half-elf (drow), and if you wish you could also use the variant rules to pick up drow magic. Either that or just be full drow.
If you were magically transformed into a Drow, wouldn't you be, for all intents and purposes, a Drow? You would retain all your class features and so forth, but you would lose all racial abilities from being a human, as per the Reincarnate spell.
Unless the macguffin only half-transformed you, in which case things would, of course, be different.
Ultra Cheese actually is BM Fighter 11 / Ambuscade Ranger 2 / Assassin Rogue 5 / Warlock 1 / Whatever The Fuck 1, wielding a heavy crossbow with 20 Dex, the Archery and Close Quarters Shooter Fighting Styles, and the Sharpshooter and Crossbow Expertise feats.
Open combat from stealth with surprise whenever possible. If circumstances are unfavorable, double Dash away with at least 90 ft. of movement a turn. For maximum speed and stealth, take Wood Elf as your race.
On your Ambuscade round, Hex and volley a faggot with your Attack, saving your superiority dice for Precision Attacks when you're going to miss. Don't forget to Sneak Attack. Then, Action Surge and Ready an Attack on some off-turn trigger so you can Sneak Attack again. Then your actual Surprise round begins, and you volley the faggot again in a similar fashion before Hiding with a bonus action and fucking off as fast as you can.
That's a potential total of 9 attacks (from 3 Extra Attacks), each with Sharpshooter applied, 3 3d6 Sneak Attacks, and 9d6 from Hex which all crit due to surprise. Attacks are made at +9 with advantage before magic items and superiority dice. The DM will invariably give enemies fuckhigh Perceptions or the Alert feat, but you still shit out a ton of damage before the first turn.
After the end of my current quest line that's been going on for a year, I'm excited to come up to with new adventures. The most obvious plot hook right now is that one of my players gave his blood to a demon and recently learned what that entails. Basically although his body is still free roaming the upper world, his soul has been sent to a twisted version of Valhalla, where it fights every day at the behest of his demon prince in a war between all the Devils, and each time his soul reawakens after falling in battle he loses a bit of himself. What are some ways that I can go about the quest to retrieve his immortal soul? Thoughts and suggestions welcome
Because he can charm an animal to be his buddy for a day at 1st Level.
Because he can summon a small army of animals when he hits 5th Level.
Because he can make just about any animal his buddy for thirty days (if not permanently) when he hits 9th level.
yeah its there its just not explicitly a class feature
still i wish they had given them their own find familiar spell which let them make a permanent non combatant animal companion out the gate
but i guess just picking up animal buddies as you go along is kind of the same thing
True Resurrection, Resurrection, Raise Dead and Revivify return creatures to life (with decreasing time limits) if the soul if free and willing. They may need to kill the actual body for it to work, but that's a secondary concern.
Your players' main problem is clearly the 'free' part, since he'll most certainly be willing. They're going to need to either Plane Shift (or similar) into Twisted Valhalla and break his soul out; or else contact the arbiter of this plane and bribe, lawyer and otherwise haggle for the soul back - hopefully without losing any of their souls in the process.
I'll note here that it's explicitly stated that demons are chaotically-aligned, while devils are the ones who are lawful. If the player didn't actually lose his soul in any sort of formal contract, but instead got sucked in by the influence of the entire plane itself, things may become rather more difficult, since the process may keep continually repeating upon his escape until his blood is no longer in the possession of that (or any) demon.
I suppose, but what I was kinda getting at was, like, sorting racial abilities into two piles: Shit They're Born With and Shit They Are Taught During Upbringing.
I guess, for a less magicky example I could ask what kind of traits a Drow who, say, spent all their life in Human culture wouldn't (and would) have.
I'm still kinda new to this, so if this all comes off as wacky, my apologies.
In that case, everything short of Drow Weapon Training, and arguably Drow Magic, are basically biologically inherent to Drow. Talk to your DM to see if he'll permit you to swap those out for something from Humans.
>what are you fighting
Thanks for the input, guys. Humans don't seem to have much physical/phenotypical/innate/whatever advantages, so as it is this build does seem a bit overpowering.
As it is, I'm thinking along the lines of what >>44767473 was thinking (w/o magic) and axing the free feat/skill and/or tanking the character's charisma stat (since they wouldn't be very comfortable in their own skin...right?) in exchange. Either way, I'll touch base with my DM.
Yes, the only sort of outside homebrew I'd look for are individual things like ideas for magical items and unique creatures that I could pick and choose from. Although that kind of stuff is easy to think up oneself since they typically have little in the way of rules to balance. Just slap some silly effects on a stick and you're good to go most of the time.
Unless there's an all new homebrew Class or Race that knocks it out of the park with the concept and many people actually take to it, they'd probably be the last thing I'd consider.
Thinking about it from a producer's perspective, a class, a race, an item, whatever are things that perhaps one person in any game group will make use of, a fraction of the playerbase will want it. But a map, the entire party makes use of it when it comes into play. A library of well designed maps would be used and reused by DMs and walked through by adventurers all over.
Classes and Races are the kinds of things that go for a dollar or less. The kind of dime-a-dozen imagination thing that only needs a creator to work off the existing rules and plug in some words.
If DMG allows for people to submit a PDF which is just a whole bunch of nice maps, that'd be a prime pick. There is demand there, and it'd take more than some lines on gridpaper to be of worth, meaning that when it is done, it'll have some genuine value. Technical, artistic skill just to make it look nice. A mind for meager, reasonable, extravagant and extraordinary building design with varying aesthetic styles. Different kinds of wild landmasses and magical environments that could be formed. Locations that would be great for combat scenarios, special events as well as just looking pretty cool, and to visualize it would be ideal.
I'd buy a pack of maps.
Im currently the DM of 2 partys and a player in a third.
one of the partys I DM to is all about violence.
They will kill npcs for no reason and bitch for any consequences it may bring them.
Also, they bitch on how they dont each have a +1 weapon and armor at level 5, because Im holding magic items on them.
One of them wont keep track of his ammo or coin, because it is boring.
All I do when there's downtime is craft. There's a lot of opportunity for roleplaying AND mechanical benefits in putting those crafting tools to work.
Tools section is so woefully barren and not fleshed out. I try to make the most of it and houserule with my group to do some flavorful stuff.
Smith's Tools. Fighter would find the local blacksmith and offer to help out, making a couple weapons each day. Gets a small payout, makes a friend of the Blacksmith, gets a nice workout from hitting that anvil all week.
Alchemist's Supplies, Sorcerer would go picking flowers and haggle with the local apothecary owner for the components he needed to create potions for cheap. Couple days of letting them brew, he's made a few healing potions at a fraction of the cost it would have taken to buy them.
Painter's supplies. Bard would make a nice work of art that took a couple days and would try to sell it for a good chunk of cash. His paintings made him popular around town and got the party in to see some noble. The lot of them get to spend a week in some posh mansion while the Bard paints a portrait of the Duke who owns the place.
For virtually any artisan tool that could create superficial, subjective things, like the Bard painting a nice picture...
"Roll a d4 to determine how many Gold pieces you spent on materials for this work.
"Roll a d20 + Proficiency to determine the relative quality that may actually entice more wealthy people.
"Natural 1 is a failed piece, you may as well throw it out. Value of less than 1 GP.
"2-6 is yard sale level, you're lucky if you break even. Value of 1d4 GP.
"7-15 is good quality, the kind of thing you'd find in a nice tavern. Value of up to 20GP.
"16+ is an excellent piece, a noble is likely to pay handsomely for it. Value of up to 50GP.
"Natural 20 is a stellar work of art fit for a king. Value of up to 100GP if not more."
Something like that.
While I'm not running a SBR campaign I'm currently using the holy corpse as the McGuffin they're officially on the hunt for the others now.
None of the players has touched the first corpse part yet, fucking pussies.
My spells so far, as a 5th level Diviner Wizard:
Firebolt, Mage Hand, Prestidigitation, True Strike
Fog Cloud, Grease, Identify, Shield, Silent Image, Witch Bolt, Comprehend Languages, Find Familiar
Misty Step, Scorching Ray, Alter Self, See invisibility
What do you think /dnd/? Y/N? I still have chance to change the 3rd level spells.
Well, well, well... it seems we have a blaster here, boys and girls.
You clearly arent a min/maxer. We respect that.
Tongues can be useless if you DM doesnt bother with leanguages, if he uses it a lot, is good.
No minor Ilusion as a cantrip? You got balls.
>it seems we have a blaster here, boys and girls.
I mean, at 5th level fireball is actually pretty damn impactful, blasting isn't nearly as bad as it used to be.
Though he really needs some good concentration spells, like come on, alter self? If you can find a place to buy a 2nd level scroll you should consider picking up something like Flaming Sphere.
And yeah, tongues is pretty bad, it can be flavorful but it's also pretty unlikely to actually come up.
Much better to either pick something flavor appropriate to the character but which would still be useful, like Clairvoyance, or a powerful buff like Fly or Haste.
Look kiddo, Im the best D&Dnext player this board has to offer. I was shitting on it even before it came out. I tryed those so called min/maxing builds so many people talk about and found them beath my capabilities.
When I see a spell selection like that I just dont even... HARD. I woudlnt allow anyone in MY party with that list and if I was the GM I would outright make you a target.
That said, lets try to fix your shit, at the expense of my precious time and sanity.
Your fucking cantrips.
Prestidigitation? True Strike? Mage hand?
And NO MINOR ILUSION?
What kind of bullshit is that? Is this bait? If it is, 7/10, made me reply, asshole.
Where the fuck is your arcane armor? I hope the other people in your group are doing their fucking jobs, otherwise you're dead, kiddo.
Kudos on the find familiar and shield. Nothing like getting advantage for free just for telling your pet to give you advantadge as a free action. At least you have some common sense. Comprehend languages? No, fuck you. You are supposed to be a god, not some bitch that talks to people.
Thats it? No invisibility? Bait.
What the fuck will you do with this fucking spell? Nothing. You will never use it. Who gives a shit about what the orcs or giants are saying, you are just going to kill them.
So a big fat NO to you, kiddo.
Better luck next time.
Keep in mind it's my first DnD session, so I'm still a newbie and the other players were experienced in 3rd edition only, so it's also technically the first session too. That also goes for my DM.
I picked up the spells that seemed useful, not min/maxers. That said I think I should change the Tongues spell, maybe
And yes, it's a bit frustrating, and the fact that the DM gives VERY few scrolls and/or includes NPC wizards that I can interact and trade spells with it's no help.
So if I have a two handed sword and a longbow, I can stow the sword for free, but need an action to draw the bow, right?
What if I have a sword and a shield? Put shield away for free, action to sheathe sword, next turn draw bow for free?
I had to have blast spells since we have one barbarian and no fighters... so yeah it's pretty much fucked up, lol
Now that I think about it, I should work on spells to buff people. Maybe that'd help better instead of doing damage outright.
In the interests of a second (third?) opinion, I'll run through your spell list as well.
Firebolt is a good damage cantrip, but consider taking a second damage cantrip if you don't have the stats to use a weapon. You don't want to be fucked over if your DM throws something with fire resistance at you.
Mage Hand and Prestidigitation are the sorts of spells you use out of combat to pull hilarious bullshit. I personally never build a Wizard without at least one of them. Another such spell is Minor Illusion, which is hilarious due to the fact that inspecting the illusion to disbelieve it is an action. Try to take Minor Illusion somewhere along the line, but read the description carefully so you're aware of its limitations.
While True Strike is literally the only Divination cantrip available to you, it won't see play 99% of the time, as simply attacking with the action you use to cast it is mechanically superior. The exceptions are when you can cast it out of initiative prior to combat, and when you have a high-level ranged spell attack that you definitely do not want to miss and waste the slot of - however, most attack spells you take will likely be save-based anyway. The only applicable spells you currently have are Witch Bolt (which is kind of shit) and Scorching Ray (which has multiple attack rolls, diminishing the usefulness of True Strike).
tl;dr, True Strike is pretty shit. Swap it out for something else. Take it later if you really want to.
Generally decent picks, except that Witch Bolt is pretty shit for a damage cantrip, as it deals continuous, mediocre damage, instead of simply hitting the enemy for damage upfront and taking it out of the battle faster. Remember - most combats don't last more than 5 rounds at most. Comprehend Languages similarly isn't a spell that will see use often, unless you're in a political intrigue campaign, because most races that have languages already speak Common.
Also decent. See Invisibility is questionable, but I suppose you're going for Divinations for flavor. For that purpose, I would personally have gone for Detect Thoughts myself, but pick what you prefer.
Tongues won't see much use for the same reason as Comprehend Languages. Fireball is decent at 5th level. Consider taking Haste or Fly for combat purposes.
Also remember that, as it's cheaper for you to copy Divination spells into your spellbook from external sources than other spells, it's actually more advantageous to learn non-Divination spells as you level up, and get your Divination spells from elsewhere.
Drawing to attack does not count as using your interact with an object action. You can sheath a weapon then draw and attack with another all on the same turn. And dropping a weapon isn't an action at all, so you could technically drop and draw a fresh weapon with every attack. I'm pretty sure you'd cause someone to sperg out in the process though.
Get spells which take creatures out of the fight temporarily so that the Barbarian has to keep less enemies occupied, and your party can focus on taking enemies out one at a time.
For instance, Sleep, Tasha's Hideous Laughter, Web or Stinking Cloud.
Many thanks. I'll try to squeeze my DM for more spells. That, or I'll just have to wait for my Wizard to get killed and make another, now with your advice in mind. In this case I wonder if I should go with diviner as well.
This is incorrect.
>Your turn can include a variety of flourishes that require neither your action nor your move.
>You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.
>If you want to interact with a second object, you need to use your action.
'Draw or sheathe a sword' is later listed as an example interaction.
As such, you may perform one interaction for free, and interacting with additional objects requires the Use an Object action. The fact that the interaction may occur as part of your Attack action has no bearing on the limitation that you may only have one.
While a DM is not obliged to give you additional spells - you're already getting them from your class - you can request them as rewards from your adventures.
One other hilarious thing you can do is have two Wizards in the party, each with spells from the other's school, and then copy spells from each other's spellbooks at half price and time, doubling the contents of your spellbooks. This will, of course, still be quite expensive.
I'd argue that Diviner and Abjurer are the two most powerful specializations, closely followed by Conjurer and Transmuter. Necromancer is pretty lackluster, Enchanter is strange because it isn't really doing what a Wizard usually wants to be doing and Illusionist pretty bad until it hits it's level 14 ability at which point it arguably becomes the most powerful one.
Unless you're a Thief Rogue who's taken levels in Fighter for Extra Attack and Archery or Close Quarters Shooter Fighting Style, and chucks darts at faggots while using your bonus action to Use an Object and draw more darts. Even so, you're still pretty shit, because thrown weapons have next to no support from most class features.
There's a reason the "Boomerang Throwing Axe" EK build doesn't really work.
That said, I like "drawing a weapon can be part of an attack action rather than your free action" enough that I might houserule it.
Is using a reach weapon with polearm master as a paladin somehow a bad idea?
Can a creature gain the same condition from multiple sources?
Like, if one spellcaster cast Evard's Black Tentacles and another cast Web, would a creature gain the Restrained quality twice and need to save against both of them each turn?
What would you think if your DM told you the setting would be a "burn the witch" type of world, and you can only roll a spellcaster with permission from the rest of the group?
He may or may not have also alluded to making the sorcerer's critical failure table global.
I'm pretty much the only core only character, consequently, I'm basically the weakest if not for a few gadgets the DM gave my character throughout the game.
I'm guessing multiclass in Warlock?
I'll spoil it with Arcana checks soon enough.
Nah, they're martial. Only class specific thing I've seen them do is some 1d4 lightning shit tacked on to a regular attack.
>homebrew subclass idea
>knows a few spells, focused on sneaking and doing damage
>is basically a paladin assassin, without the moral code
So the Inquisitor from Pathfinder?
Be more creative, anon. Why do you assassinate people? Why does the religion tolerate you?
And most importantly, how does it fit into Forgotten Realms, since that's the only allowed homebrew setting these days.
>how does it fit into Forgotten Realms, since that's the only allowed homebrew setting these days.
So why exactly DID they make the Realms the default setting? That place is such a fucking mess of retcons and bullshit.
Just for the sake of name recognition?
Why is it necessary compared to a Rogue/Paladin multiclass? Or compared to just a rogue? The only answer I see seems to be "because muh paladin code", which is only the entire point of the paladin.
I think because of the video games.
Grognards will nard their grogs, but new players who played the video games might be turned off if everything is immediately different from what they expected. Keeping it consistent across mediums helps players of one transition to the other.
I'm glad you asked.
Divine spells and connecting the character to a church.
Stop worshipping your god, lose your spells. Move more than one alignment step away from your god, lose your spells. Get excommunicated, lose your spells.
It combines stealth with cleric spells, that's why.
>Divine spells and connecting the character to a church.
>Stop worshipping your god, lose your spells. Move more than one alignment step away from your god, lose your spells. Get excommunicated, lose your spells.
>It combines stealth with cleric spells, that's why
So... all you really want is for clerics to fall.
That's the most sensical explanation I suppose
>It's not really default anyway; 5e doesn't have a default setting.
Aren't you required to use it if you wanna publish shit on the OGL publishing thing?
Sounds pretty default to me.
>What would be the best sceme to take?
For killing? Assassin.
>Should I just make my own?
>What would be the best multi class for this kind of play style ?
Fighter or ranger, but just for the fighting style.
I think it's lame, I've never been much of a fan of FR and it's such a strange move given how much the Core books for 5e actually do to give information on a bunch of different settings.
>after they release the official Eberron book.
A Dex-based Paladin is a difficult build to maintain? There's no reason to need to push your Str past 13 or use it for that build.
Not to say that it's well-optimized or even particularly useful, but still.
The party for the game I'm DMing is:
Tiefling vengeance paladin
Halfling Eldritch Knight/Arcane Trickster
Human Lore College Bard/Rogue
Human Battlemaster Fighter
Kobold Life Cleric
I think it's largely because they don't want contrib material to contradict their published stuff.
It's still super-lame, and it excludes custom setting work as well. I'm just glad I was planning to open-source anyway.
>Tiefling vengeance paladin
I am the Night
>Halfling Eldritch Knight/Arcane Trickster
Either hilarious or memey as fuck
>Human Lore College Bard/Rogue
>Human Battlemaster Fighter
>Kobold Life Cleric
>Dragonborn Draconic Sorcerer, aloofness out of game translates in game as well
>Mountain Dwarf Fighter, can't grow a beard, will throw his battleaxe at you to run up and punch you if you bring it up
>Ghostwise Halfling Cleric, thinks she's everyone's mom and lets them know
And then the rest of the
survivingOotA NPC cast.
>can't grow a beard
What an abomination
>Yeah, so boring. It's not like there's anything to a character other than class and race, right?
Were we discussing anything beyond race and class? I said the race and class were vanilla, not that the player was a boring person from a boring family and traced his ancestry back to a boring nation.
That's why he left his keep after getting no respect, to pursue his family's long-honored tradition of skullcrushing. Also why he flies off when it's mentioned.
Haven't had that problem yet, still trying to get out of the Underdark and everything wants to eat or kill us more than run.
We had a half-elf rogue as well before the character got themselves killed and the player had to take a break for IRL shit. The entire reason the dwarf busted out the bars in the first prison room was because the elf made a snide remark and they were the only thing in the way.
It's gimmicky, but a better defining trait than anything the sorcerer's done, unless playing 3DS is a character trait.
EK (player runs same character in every campaign)
Sorlock (wanted to be warlock but party wanted me to be wild sorcerer, so now I make sure to surge when they are bunched up in hopes of rolling a fireball mishap)
Made a warforged stand-in race for a custom setting due to unhappiness with the UA one. Added subraces: one for 'forged classic, one for fantasy R2D2:
> +1 Con, immune to non-magic poison and disease, can attune to armor they're proficient with for ac+1
> Subrace 1: +2 Str, Intimidate proficiency, can attune to a melee weapon they're proficient with to impose disadvantage on attempts to disarm him.
> Subrace 2: +2 Int, arcana proficiency, may cast Identify as a ritual.
Too much bleed into features that should be class/archetype features or nah?
Female Dwarven Warlock (who is greatly concerned about her looks)
Goliath Barbarian (who is a Groot clone, can only say "Oatmeal")
Me- Human Knowledge Cleric- Pic fucking Related.
I was the one who sprung us from the initial jail... I still feel pretty dirty about it, ended up getting two NPCs killed. But yeah, I'm a "Planar Hitchhiker" wondering what kind of trouble Ford got me into this time.
And we have two more unknowns who are supposed to be joining us. Not sure what they are playing.
Having only played one session, I think I'm really going to dig this adventure.
my party is similar to these
our only caster is the druid, and he spends most of his time as a bear
so mostly we just get up close and personal and break things until problem solved
i think i'm the only character with a ranged weapon and the stealth skill
While I do not disagree that Rogue/Paladin is far from the worst of combinations, given that you can only Smite from melee, I cannot imagine that as anything other than stabbing someone in the back and going 'Nothin personnel kid'.
If you had 2 brain cells to rub together, you'd realize you're working with a 3-4 ASD.
Manageable, and maybe good if you're going from Paladin into Rogue, but far from auto-take, and horseshit if you're going from Rogue to Paladin.
If you've got the stats for it, go for it.
What do you actually need beyond Dex, Cha and 13 Str?
Well, I suppose Con is nice to have, but that applies to all classes. It isn't strictly necessary, since it's not like you're going to be maintaining concentration checks for multiple rounds.
Again, it's not the best of builds, but it's far from unviable.
>He can't see why a justice seeking warrior with a trickster side and quick wits/skills isn't a fedoratanaenchcoat
I think the best way to do it might be to put 13 in Dex, first level in Paladin, max Str, and use a rapier with shield to proc sneak attack when possible. Dex isn't a bad thing to keep at +1, and bonus dice when working with allies or after knocking enemies prone is good.
>Shield Master for bonus action knock prone, advantage grants sneak attack while you stab/smite them
The con is needed for everyone so you have enough hp to not die in melee. You want a +1 there at least, ideally 14 or above. INT and WIS can be freely dumped, but dat perception man.
>it's not like you're going to be maintaining concentration checks for multiple rounds
come on man.
non varianthuman or half elf and you can easily figure out the stats with point buy
but paladins and rogues both have tons of defensive and offensive abilities, so i don't think the stats are such a problem like they are on some other classes.
yes your con might cap out at 12, but you have so many ways to mitigate damage to yourself and heal yourself.
yes your dex might cap out at 18 instead of 20 (lets face it, you're definitely pumping dex if you do this, so i doubt what i'm saying even but lets just say) but thats -1 to hit on a class which wants advantage on hitting people and has class features via paladin for helping them do it. plus skill wise you are taking expertise in stealth anyway.
yes your charisma might never be above 16 or 18 but you can expertise your social skills if you want, and you... idk this just is whatever. i might even prioritize this over dex if you really want to go for it as you can bump your accuracy with class features and spells and the meat of your damage is from smite and sneak attack anyway. but that might be too madman idk.
yes you need to have 13 strength. that just makes you better at jumping and climbing. not that bad.
so you need charisma and dex, followed by con. then you need to hit 13 strength. thats pretty much how life is for all characters. needing a few stats.
By that logic, Dex is needed by everyone so you don't go last in combat.
Con is useful for everyone to have, without exception, but can't reasonably be said to be an especial dependency for classes that don't have a use for it beyond having more hitpoints.
Admittedly, I had momentarily forgotten about Shield of Faith, so my bad there, but I was thinking that a Rogue/Paladin multiclass would be more focused on casting Smite spells, which tend to be expended in the same turn as they are cast.
W-why anon, I also...
agree that would be a better way to stat Joseph himself, but characters like him and the other Jojos, still being shonen protagonists, can serve as good inspiration for paladins. Even so, Joseph is paladin-like in his actions sometimes. Never running unless it's a ruse to draw the enemy away from noncombatants, fighting to save the world, having a hotheaded blonde Italian fighting companion/boyfriend It sure wasn't legit to have an affair or lie to Suzy about his whereabouts, but we don't know much about their life between BT and SC
>con might cap out at 12
Yeah, those d8 hit dice'll make up for it.
And as a frontliner with lots of buff spells, you don't really have to worry about con saves against disrupting concentration.
Oh, wait, I goofed: it's actually the opposite
ok so you have one idea of how to play this character
i wasn't even imagining a front liner. you literally have to be trolling me if your idea of a holy assassin is a guy up front maintaining concentration on shield of faith and tanking
so... good bait i guess? since i responded? idk what you want
lmao dude thats not even what i was saying you need to go back to school and learn better reading comprehension. sorry i won't shit this thread up any more by responding to you
sorry to all my fellow fa/tg/uys
the same way you would play a rogue who uses daggers in melee to sneak attack. you go up front, you aren't an archer, but you aren't a tank
but literally i imagine you would use ranged combat mostly and get up close when you want to smite
or you could wear heavy armor half the time and be a tank (relying on good positioning with cunning action and surviving with things like uncanny dodge) and then when its time to assassinate dignitaries you can take off your armor, plan for a week as a good assassin does, and when the timing is right toss more dice than you've ever tossed in your life.
or you could idk be an archer paladin rogue and just use branding smite and whatever the other smite spell is that doesn't specify melee.
or.... 1000 other things
i think this is same fagging with that other troll but if its not you guys use your heads. you can do anything you want in this game.
There are few mechanics that prevent the inevitable ranged enemies from targeting your squishy casters in the back either. Everyone needs hp.
Con is a useful tertiary or quarternary stat to all characters without exception, but it's not crucial to most characters as primary or secondary stats are.
Okay, so which homebrew race (or any race, really) should l include in my Arabian Nights' setting?
From most common to rarest, here's what l have in mind:
>Dwarves, proud sultans and lords of giant cities
>Humans, workers and warriors, live close with the dwarves
>Elves, mystics and hunters of the desert, usually live far from other races. Half-elves are fated to live with humans
>Dragonborns, once honourable warriors, now lazy and fat kings of golden cities
>Loxodons, ancient and wise hermits
Orcs, halflings, tieflings and gnomes are either too rare or too distant.
>not Dragonborns, descendants of ancient dragons who once ruled the deserts eons ago, now proud warriors who live by tradition and honor amidst the sands their ancestors roamed
>not Elves, once mystics and hunters who fled a cataclysm in their otherworldly realm for the far more forgiving harsh sands of the desert, now lazy and fat kings atop crystal spires
>not Humans, proud sultans and lords of giant golden cities. Half-elves are fated to be thrown out into the sands, inheritor to neither crystal nor gold
>not Dwarves, fat, short men who dig holes
Could have partially been a dip for heavy armor. I could see an Int/Wis Dwarf Cleric 1/Wizard X with Con tertiary as somewhat viable. No one cares about the Wizard capstone anyway.
I want to play a loli magical girl caster of some sort.
Before I even begin thinking about classes, would this raise any major red flags if a player showed up at your table with that concept?
>Before I even begin thinking about classes, would this raise any major red flags if a player showed up at your table with that concept?
If you have to ask, you already know the answer.
i would in my head think you were a little weird but wouldn't say anything in person or really care, unless you really just went there with the magical realm part of it and had to make things sexual or something.
if you just want to play a little girl then... thats not really bad to me
If this is your starting point, you should just go play MAID or Magical Burst and have done with it.
I personally want to play a Warlock whose pact is ambiguously with an entity who may just be a figment of their own imagination. Once I realized that would literally be a character whose power came from their imaginary friend, playing a kid seemed to be the natural conclusion. But I'd never bring that to my table, because I'd probably get laughed out the door.
What would happen is that the first time the character cast a spell that objectively worked, it would be clear that the patron is not imaginary and that would be the end of that.
Let me ask you: if a little girl believes with all her heart that an invisible magical teddy bear would protect her from the bad man who's about to stab her, would she be more surprised if it happened or didn't happen?
It's obviously the power of belief! Don't you believe in magic in a young girl's heart?
But it's not the imaginary friend. Because the imaginary friend is imaginary. Of course the patron is someone else, because the patron exists. A character who's completely and obviously mistaken about a fundamental aspect of his chosen profession would probably wear thin pretty quickly.
Actually, no. Nothing ever states that you need the multiclass stats to start in the class. Start as paladin, buy your equipment if you need, pump your dex instead of strength and multi into rogue. EZ PZ
Yes, an imaginary friend in a world where you can spontaneously conjure beings into existence because you really really want to, and your great grandfather fucked a dragon.
Do you really believe a being can't come into existence based on faith alone?
As a DM, if a grown man wanted to play a little girl character, I would either:
1. Kill off the character instantly if I knew the guy.
2. Tell him he is not welcome at the group if I did not know him.
Multiclassing rules specifically state you need to meet your class requirements to multiclass out of it as well.
>little girl can play grown man
>grown man can't play little girl
You can't say that, that's sexist! Or ageist! Or something!
Surprises happen. Reality does not rewrite itself to prevent surprises. Something can be surprising to someone without being impossible or even unlikely. Indeed, if you're bad enough at predicting the future, as young children often are, you can be surprised by something that was in fact inevitable.
>Reality does not rewrite itself to prevent surprises
In a world of wizards, sorcerers, paladins and dragons, where gods and mortals alike can gain power from sheer faith and belief, I would argue the contrary to be highly possible.
Suppose this is happening in a setting where divine magic isn't picky about what you worship and deities are created by belief in them, then you could in theory create a divine being by believing in it, but then it would be real. It would not be imaginary. The idea of a friend that is simultaneously real and not real is a contradiction even in a magical universe.
Or you could just explain the simple fact that children aren't adventurers.
If by "Little girl" you mean a woman in her early twenties or possibly late teens for a few classes, then I'd ask you to consider not being such a fucking sperg.
Then why does the surprise round exist? Seriously. If belief really worked in that way in the D&D universe, you would never be able to ambush an enemy, because the enemy's belief that you are not there would erase you from existence, or at least catapult you far away from them.
You would also run into some impossible contradictions pretty quickly, as parties would come into conflict, each with a belief that it will defeat the other, and they can't both be right. One of them must find their beliefs proven untrue.
The point is literally that, to the child, perfectly normal effects are occurring due to her beloved invisible giant teddy bear friend protecting her; while to external observers, magical effects are occurring, and no one's sure whether this is a self-rationalized manifestation of latent sorcerous powers, a malicious entity preying on an innocent child, or a literal magical tulpa.
Mechanically, she is a Warlock.
Is this so difficult to understand?
This thread is troll heavy today, I wouldn't let it get to you.
I personally wouldn't have a problem with someone in my party playing a little girl, as long as they didn't make it a problem and literally played a little girl and didn't make it magical realm.
>I personally wouldn't have a problem with someone in my party playing a little girl
I mean, I personally think that all the griping about it being "creepy" is just dumb, but even without bringing in the argument of tone I wouldn't allow it for the simple reason that it makes no sense for a child to have gained enough experience of any kind to be able to fit in the shoes of any of the character classes or have the same developed stats as an adult.
>Mechanically, she is a warlock
If it were all in her head and the magic were coming from inside herself rather than from a relationship with some kind of patron, mechanically she would be a sorcerer. Magic exists in D&D, but it has rules. deal-with-a-devil magic has different properties from inside-your-heart magic. This mystery you're setting up is easily solvable by in-game characters with a little bit of in-game knowledge. As a rule, it's a bad idea to have too much forced mystery in a character's backstory, especially if it requires everyone around your character to be an idiot.
>All future D&D Adventurers League adventure designers will be paid exclusively through the sales of their adventures on the DMsGuild site with no cap for those payments.
Oh man, Wizards is basically gutting the AL system, despite it appearing pretty successful--though I guess since there's no entry fee or upkeep, they're not making any money off it and don't care anyway.
Characters don't look at the numbers and say 'oh, she has too many spells per day, guess she's a Warlock then'. Mechanics and fluff intersect, but fluff can be refluffed.
A Warlock could easily be a Cleric of a forgotten god. A Cleric could easily be a Paladin. A Paladin could easily be a sorcerous Fighter.
Why wouldn't they? Vancian magic is very countable, and even a lay observer can probably tell the difference between a Firebolt and an Eldritch Blast. This is reality for these people. Clerics can raise the dead, paladins can lay on hands, and warlocks and eldritch knights can't do those things. These are things that you would want to keep in mind in case you got sick or injured in this world.
In a typical combat heavy campaign, definitely strength. You'll be hitting things for most of the game and most of your spells will be buffs or heals.
But charisma is important for any offensive casting you do that isn't smite, and it improves most of your paladin abilities, AND social skills are really useful if your party doesn't have someone else with them.
>Vancian magic is very countable, and even a lay observer can probably tell the difference between a Firebolt and an Eldritch Blast. This is reality for these people. Clerics can raise the dead, paladins can lay on hands, and warlocks and eldritch knights can't do those things
From an omniscient, purely mechanical point of view, yes. But, as I keep saying, mechanics can be refluffed. The numbers and names are there for the players' benefit, but what exactly they mean in-game is up to player and DM discretion.
How would anyone in-universe know precisely who can and can't raise the dead? Absence of proof isn't proof of absence. Perhaps ancient unknowable entities who can bestow the ability to revive the dead do exist. Perhaps your character, who performs elaborate formulaic rituals and believes himself to be a wizard, is actually a Sorcerer whose magic just works because he thinks it should.
Just because your character doesn't know that something exists or works in a particular way doesn't mean it doesn't. It's a game of pretend. The numbers are just there to help you along.
One of my players, despite my suggestions to the contrary, has built what he calls a "Strength rogue." He faffs around with throwing weapons and has an AC of 11, not even wearing light armor because "a sailor wouldn't do that." I should point out that we've been on dry land the whole campaign. Should I just let this guy kill himself? Should I try to slip them some good defensive magic items that will probably just be stolen by the party wizard? Should I indulge his sailor fantasies and have an adventure on a boat, so that he can get stabbed to death in a more familiar environment for a change?
When divine magic is as widespread as it's assumed to be in D&D (temples in large towns and cities selling cures for disease and injury, maybe even resurrection if you're lucky,) word is going to get around. That is important information, and people who for whatever reason ignore it will be weeded out by evolution. Wizards might philosophize about the burden of proof and the potential of arcane magic, but the general population will know not to knock on the wizard's door if they break a leg or catch something nasty.