/5eg/ - Fifth Edition General

D&D 5th Edition General Discussion

Underdark Edition

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>Mearls

Can someone explain the whole "Drow being turned into Driders" thing? Is it a curse, a blessing or some weird mix of both? What I've read seems contradictory and I don't get it.

If Lloth herself is basically a drider, and all drow have a mssive hard-on for both her and spiders, then why is being turned seen as a bad thing?


Similar note, I have a player who at some point wants to be a drider, or be able to turn into one (werewolf style). He's playing an appropriately asshole drow, so it *could* be possible, I just have no idea how to incorporate it.

Is he right, /5eg/?

youtube.com/watch?v=xg_QB914rno

Basically, Lolth picks certain drow to undergo a test of strength. If they fail, the drow becomes a drider. So its pretty much a curse, and its a bad thing because it means you failed Lolth.

If your player wants to be a drider, then I guess just come up with some Lolth-y trial for them to undergo and have them fail.

Need art for my new character. Post half-orcs. All the ones on Google just look like effeminate orcs.

Lolth is a fucking psychopath, and drow culture (and drow as whole, really) can only exist via her divine fuckery. Drow society should have collapsed long ago with its inherent murder schemes, slaving and in general being shittier at things than even normal elves.

Lolth calls it a curse, despite the fact that the drow that go through it get more powerful. The drider are also exiled from drow lands (which, once again, is a net benefit for the drider since they don't have to worry about being murderfucked or what have you).

Point is, drow society is completely non-sensical, and was likely created as an excuse for someone wanting to throw their fetishes in the game. The hot mess we are left with is only kept going via divine intervention.

>he

Virt has a YouTube channel?

Craig, stop fapping to ASMR

dudes or dudettes

Give me one good reason that warlock isn't the best class

It's a curse in that they failed in some sort of trial or challenge given to them by Lloth to serve her. They tend to go insane during the subsequent transformation or decades of isolation afterwards, due to being ostracized from Drow society.

It's a blessing in the form of them no longer being stuck in a society of sociopathic rapists and murderers who only keep their population afloat by raping basically anyone else they see, meet, or capture and have prisoner sex with until they fucked them to death or killed in the process of said fucking (got too hard with a cat o ninetails, "accidentally" shanked them while going at it, etc).

So it's like 75% curse, 25% blessing.

cleric, bard, and paladin exist

Leaning toward male but if I find a female I really like I may just go with that for fun.

You're almost literally a one-trick pony with doing as much damage with Eldritch Blast, compared to Sorcs with Metamagic to augment their damage or AoE, and Wizards with literally every arcana spell in the book being able to learn/cast.

i played a lock recently and felt like it was quite bad and also had the patron baggage holding it down

the spell slots are really a fucking joke. 2 spells at level 5. any other spellcaster has more spells than you at level 5.

sure yours come back on a short rest, but guess fucking what, A wizard gets some back and a sorc can spend SP to get some back too

invocations are lovely but they don't make up for it. pact boon and pact traits range from ok to good so that's good too

however your only saving grace is your stupid strong cantrip.

also if you're a fiendlock your DM can force you to do shit or piss off your patron, no other class besides maybe cleric and paladin has any sort of restriction like that

it was just so boring to play man. EB every turn, maybe cast hex or something. I was a tomelock so whoopie three more cantrips and a couple rituals, fantastic.

So what sorts of races would you guys like to see be put in the next book, or do you just want them to put all the races from the various UAs and off-shoot books in one spot (like a PHB 2 for example) to make it easier to locate instead of having to have various UAs saved on your phone or tablet or printed out even?

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I don't know what class you're going for

Posted in the last thread but didn't really get any feedback.

Is there anything that looks too weak? Too powerful? Anything that just doesn't fit? Something that could potentially create game-breaking synergy?

Specific trouble spots are identified at the beginning.

I know it's a lot of reading, but it's just as helpful to me if you pick one or two archetypes to critique. I'd really appreciate it.

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>All the ones on Google just look like effeminate orcs.
Then you post that cartoon garbage. What was the plan here

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im sure this has been asked a million times, but how do you guys find games irl?

im not some neet neckbeard who hasn't socialized in five years, all my friends are just complete normies/dudebros and have 0 interest in D&D. No way I could possibly get them in a room for 2-4 hours with them paying any attention to a game like this, and they'd never get anywhere near roleplaying. Anything fantasy that isn't lotr or GoT is "fucking gay dude"

There is a game shop in town, but I'm fairly certain they only do magic. I could ask around there, and have considered it, but honestly I doubt I'd meld well with the people there.

roll20 isn't really an option for me because a big part of the game for me is social +rolling dice + figures and stuff.

>Male orcs: gorilla monsters
>Female orcs: green humans

Fucking disgusting.

I'm just dumping my folder but holy shit fuck me for trying to help, right

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If you've already asked your friends to play then you're already screwed. Some university campuses have decent groups but they typically find players in classrooms. Game stores are okay but you get a lot of weirdos and RAW faggots that will make having fun hard at first. Like, ask around at work and just bring it up whenever you can if you really want a classic round table game that feels comfortable.

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Proper orc female on the left.

How do you guys manage having a paladin in the party?

It seems like if any other members of the party are anything other than some combination of lawful, neutral, and good, the paladin is obligated to be on their ass all the time.
And fuck, some real roundabout shit has to be done for him to allow an evil character into the party, to the point I have to design an evil character around the paladin rather than just designing him as I like.

I'm going with a totem barbarian, and I actually really like this one. I'll be using it, thanks.

^^was not me

I started a new campaign with some friends recently. Things are going fine except in my last session one of my players had his character run away from a fight because he was at low health. Is there anything I can do to make sure this doesn't happen again (or at least punish him for abandoning everyone else) because I have a fear that he's going to keep doing it

rear ambushes, cut off escape routes, ground based and aoe traps players use (such as campfire, spike growth) literally punish him for leaving.

down doesn't mean he has to RP going down on a dragon

>character does something any reasonable person would do in a life-threatening situation
>"how do I make him not do this?"

Unless there was a cleric running up to grab his dick and heal him, I don't see why this is a problem

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>How do you guys manage having a paladin in the party?
Typically they roll up that character, spec him/her out, then we play.

>some real roundabout shit has to be done for him to allow an evil character into the party, to the point I have to design an evil character around the paladin rather than just designing him as I like.
Right. Problem? Is this exclusive to D&D? No. Is this exclusive to alignment systems? No. Is this exclusive to Paladins? No.

Maybe you shouldn't make an evil character in a party with a paladin.

Maybe your shitty paladins should branch out from LG.

God forbid acting rationally to heavy wounds. Many DMs would die for that level of role playing. Your reaction to this also implies that you never have your creatures retreat. If this is the case, you're a faggot who should stick to video games for "le XP drops." Creatures routed grant full XP.

The only Oath that really seems to make paladins act like that is Vengeance. The others seem to be more about generally protecting innocents from an existing threat. Even Oath of Vengeance says "put fighting the greater evil over anything else". So you can, justifiably, have a paladin who doesn't care that other party members are chaotic or evil.

And anyway, unless you're being evil in front of the paladin, how would they even know your alignment?

Simple, I disallow evil PCs, and have a talk about not causing shit with everyone who plays a Neutral PC.

Hey, that's Veeky Forums

Can a single person combine Silent Image and Minor Illusion to make a realistic moving illusion with sound?

Or do you need a second person casting Minor Illusion to make the sounds at the same time (because both spells take an action)

You'd need a second person to cast Minor Illusion if you wanted the sound and image to appear in the same round.

Otherwise, one person can cast both spells, since it doesn't take an action to maintain Silent Image.

Evil is fun to play though, and it's so restrictive to tell the entire party they can't pick any kind of evil because one guy picked paladin.

Evil is fun to play, but if you're the one evil guy in a party of goods it's just going to get annoying when the secret totally-not-evil guy murders a shopkeeper or steals from the party or informs on them to the BBEG in exchange for gold, etc.

>implying the party needs a Paladin to force alignment squabbles
I'm an NG Fighter seven times out of ten and I'm not going to countenance shitheads making me look bad. "Classical" Paladins don't have a monopoly on being holier-than-thou, and while they will usually end up leaving a party that doesn't support their oaths, I will either bring that party around to the light or put them in the dirt metaphorically speaking.

I let evil characters play but if the DM doesn't want evil characters then fuck off it's his game and he can point to what "evil" is in the PHB.

Getting in an argument with the DM over it = he's annoyed
You decide not to play over it = he's disappointed
Find some loophole to get around it = he's fucking furious

Anyone have a guide or something to making decent looking pdf's for the dmsguild? I've been working on some archtypes that I was gonna chuck up there for free but I don't wanna upload word document tier pdfs.

homebrewery.naturalcrit.com/

I agree with this guy, you can't just play the evil guy when there is a paladin in the party. But since this is 5e the archetype matters. A Devotion paladin wouldn't let that shit fly much, an Ancients Paladin could let it slide as long it's not actively hurting someone, and an Oath of Vengence Paladin could be evil themselves, just see what his vengeance is against.

I'm not against retreating from a fight but when the rest of your group decides to stay and fight and you give them the finger to run away and save your ass, it's a kind of shitty move

An Evil character who is merely self-serving can be "worked on" by a Paladin and made to improve himself. Turning someone from a life of Evil to the path of Good is actually one of the most Good things a Paladin can do and is one of their highest callings. Self-serving Evil characters should be capable of appreciating the logic of the benefits of Goodness if a Paladin can make a convincing enough case or demonstrate it.

Power-mad Evil, on the other hand, or Evil that is wilfully sick and twisted nearly on the level that a Paladin is Good, shouldn't want to be in a party with a Paladin any more than the Paladin wants to be in a party with them. We're talking about characters who worship dark gods and make pacts with literal fiends; characters who draw actual mechanical strength from Evil instead of treating Evil as a means of getting (greater) rewards with less risk or effort. These characters shouldn't be able to put up with doing Good any more than a Paladin can Evil, so they don't really want to be running around the countryside solving peasants' problems. Whether or not they're killing the ancient evil because, "Well, it was going to kill everyone, and I enjoy being alive, but I don't really care about you," or, "I'm only stopping this despot from taking over so that I can take the reins myself," doesn't matter--intent is irrelevant, action is everything. Such characters are better off shacking up with some crazy cultists and taking advantage of the chaos the BBEG sows to do their own thing in the background, hoping that actual heroes step in to stop him (and perhaps aiding said heroes on the way; it's not technically Good to hands-off screw over your Evil competition or torture his henchmen for info to leak because you know the heroes won't).

In general, sure. If you're wounded, not so much.

I'm the LG paladin in my group right now, and we started with a rogue assassin (who was partial to thievery too). My god has a focus on fairness, with duels/battles being the ultimate way of sorting out issues.

I pretty much had no reason to be against them. The only thing I ever did to actively stop his trickery was to ask a favour of the head of the royal guard in private to send men of my church within the guard with us when we got a royal escort, and I only did that after hearing about his previous escapades which involved stealing some crown jewels and killing allies in his escape. The logic being I'd have some bearing over the guard both as a way to stop them from harming him and as a way to protect the party more in case Mr. nothing personnel tries something while we sleep.

He pulled some serious shit during the time we were together too, burning down part of a city in order to steal from another part uncontested and the like. All throughout there was never any real reason for me to not trust them let alone hate their character though, as he was good at his job and kept it all hidden, which is how rogues should be played anyway I think.

How dwarves/drow/troglodytes/insert subterranean race,etc manage to breathe down there?

I mean, isn't air extremely scarse and/or stagnant?

there are plants in the underdark

>dropping and sitting out the rest of combat
>running and sitting out the rest of combat
I fail to see the difference. When I started DMing I assumed the party would run from an encounter and instead they stayed and got TPKed like fucking retards. It was glorious. You could tell how glorious it was because they were bummed and one guy was like "That's it? That's fucking it?" as if he could reload a save file. It was so COOL. They told stories about it. Stories about how I was a fag and was trying to kill them. Two of them haven't talked to me since.

If a character ran from combat I'd give them inspiration.

Adventuring parties are rarely super chummy at the start, they're just mercenaries with an arguably common goal. There's no strong reason any one of them should want to die for the others just because everyone at the table are friends IRL.

PCs who flee can remind players and DMs that there are other options besides standing there and fighting to your death, or that a lost combat must equal a TPK. Once we've established that PCs can and will book it, it's evident that wounded enemies can, too. And a party that is defeated but taken captive can be rescued by the surviving party member who had the good sense to get out of there. If a TPK was inevitable, the fleeing PC can serve as a point of continuity between the old party and the new, allowing the table to get their revenge against the group that wrecked them first time around with a minimum of railroading to get back on that same path. I've seen this exact scenario play out, with the added bonus of one of the old party members still being alive (because the player wasn't feeling the new character at all).

I have feigned death and fled combat before, even as a front-line character. One of my finest achievements was recognizing that we were well and truly fucked in one fight and taking a knee while I was still quite capable, acting as if the next hit blew me the fuck out even though it left me with more than half HP. Laid there like a dead lump as the rest of the party fell in predictable fashion, most of the goons dismissed to attend to other matters, and the big dickweasel got back to his ritual. Stood up and clobbered the fucker before his pals could rush to his aid, then stomped them while getting my pals back on their feet without lasting injury. Had I fought til the bitter end there, we would have either died or been imprisoned and had to go through a lengthy escape sequence after the dread ritual was completed.

>also if you're a fiendlock your DM can force you to do shit or piss off your patron, no other class besides maybe cleric and paladin has any sort of restriction like that

If your DM is the type that likes to force a PC to lose their powers, then you should stop playing with that DM. A warlock who has a pact with Bofdeeznuts the demon lord wouldn't take a mission to kill the minions of his patron - and if yuor DM 'tricks' you into doing it and has your patron bitch slap you for it, then he's an asshole.

Newbie here, playing with other newbies, and our group's having problems.
We're a Cleric, Paladin, Fighter, and Rogue.

Good at resisting attacks, but our healing sources dry up quickly, and even though we do good damage, we don't have good accuracy, so sometimes we all miss for 3 rounds before insta-gibbing 2 enemies and then miss for 3 more rounds before finishing the fight off.

What would help here? We've been given freedom to alter our characters in almost any way up to level 5 or so, I think. So we could swap the Paladin to a Sorcerer or something.

Fantasy setting caves are enormous (particularly the Underdark and anything that links to it), and like enormous caves in the real world, full of wild temperature and pressure gradients which cause a steady cycling of air from the surface.
en.wikipedia.org/wiki/Wind_Cave_National_Park

Subterranean races with conventional pulmonary systems, like Dwarves and Drow, would simply settle in locations where natural barometric differences allow for comfortable living. Such industrious races would also be capable of digging their own ventilation tunnels and shafts if they wished to live or work in sections of caverns that are not naturally pleasant.

Less humanoid or more monstrous races may have vastly different breathing requirements and not really give a shit about the "staleness" of air or whether it's firedamp or full of toxic gasses from volcanic outflow.

Sorcerer would give you more AoE damage and a source of arcane knowledge (though someone could do that with a background as well, I guess?)

The healing is a different issue. Are you remembering to spend your hit dice during your short rests? And are feats allowed? If the latter, someone can pick up the feat that lets healing kits restore HP, apparently it's a better healing source than a life cleric.

You mean fungi or actual plants?

If your accuracy sucks you need to be finding ways of getting advantage or improving your rolls. The Cleric could be concentrating on Bless, and the Fighter (if Battlemaster) could be spamming Trip Attacks. If anyone uses a shield, they could take Shield Master and start knocking guys over every round, or the Cleric (who should have the lowest damage output) could use his action to Help or Shove Prone instead of swinging for a miss. Softening enemies up from range before committing to a pitched fight can also help (if the enemies appear 20 feet away, instead of walking over there to meet them on your turn, have the whole party walk backwards and throw javelins or shoot bows until the enemies Dash to catch up or begin using their own ranged options).

If you are putting enemies down quickly you shouldn't be taking so much damage that you run out of healing resources. Note that "down" can mean "dead" as well as "laying flat on their ass where they have disadvantage on all attacks".

We are using hit dice. We're just so low level we're using them immediately. We're level 2 so we went into the current dungeon with 1 because of a rough encounter outside of it that saw us receive 3 or 4 crits.
Being level 2, we also only have 5 total level 1 spell slots, I think. 3 on Cleric, 2 on Paladin.

Feats are allowed but no one is near getting one. I think the closest is at level 4 and those are likely to be spent on high priority, build-defining feats.

No clue on the healing kits. We're all new.

The Underdark has all sorts of crazy flora and fauna, including large plants that are not fungi. But the Underdark is absolutely massive, with cave vaults that can be a miles long and wide, with ceilings several hundred feet tall and chasms into the fucking void even deeper. There'd be no shortage of air.

And to answer the obvious followup, "how do those plants survive if there's no sun," they subsist on a wacky all-pervasive magical radiation called the 'faerzress'. It has the benefit of fucking with divination and teleportation magic, which is mostly why shitstompers from the surface aren't portaling in to ruin the Drow's day non-stop before they can formulate any evil plans.

>(if the enemies appear 20 feet away, instead of walking over there to meet them on your turn, have the whole party walk backwards and throw javelins or shoot bows until the enemies Dash to catch up or begin using their own ranged options).

This is a whole other problem. Every time we try that the DM hasn't gone for it. We try to pull the enemies and they set up surprise ambushes and guard the doors instead of chase us into traps or ambushes of our own.

As for Bless, we've not got a lot of spell slots for that yet, but it will be a priority in the future, now that we know how much is sucks to miss 3 rounds in a row and then get crit and watch our hitpoints plummet from 20 to 3.

With that party composition, healing shouldn't be an issue. Cleric and Paladin both have heals, Fighter has a self-heal and Rogues can run and hide if they get into a sticky situation.

Missing, however, is a trickier problem to deal with. Ultimately, the root cause of this would be bad rolls, in which case the best thing you can do is get advantage, or big modifiers. So, with that in mind, War Cleric and Assassin or Swashbuckler Rogue would be good options.

Well without the feat healing kits can only be used to stabilize dying people and treat diseases I think. They can't be used to restore HP.

Maybe have the Paladin reroll as a Bard? They get access to healing word and cure wounds, can play music to heal more during short rests, and Valor bards can be reasonably fighty.

Holy Shit! Thanks man!

Hate to say it, but d20 means you're gonna miss a lot. Only the primary casters get abilities with guaranteed hits early on.

go to sleep? you literally just have to go to sleep and you wake up with full health
why didn't you camp for the night before entering the dungeon?

He said they were newbies. Be nice you cocksucking faggot.

I mean, yeah, the DM shouldn't go nuts with letting you pull intelligent enemies to doors non-stop (especially if they're part of a larger organization which should be able to "get wise" to your fighting style), but if he's turning every bunch of bandits into master tacticians who are prepared for you at all times then he's being a shithead.

The way cool DMs handle that shit is to give enemies believable ranged options. Bandits have hand crossbows, goblins throw daggers and rocks, orcs have javlins and handaxes and shit. They can slug it out with a retreating party at a slight disadvantage instead of being completely helpless. And instead of letting themselves get baited and kited for all eternity, they take cover and dig in, letting the party know that if they want to play the ranged game the entire fight, they'll be doing so at a disadvantage halfway through.

Best way to fix that is just tell your DM that you think it's a little weird that your attempts to give the party better survival odds by playing smart are met with weird pre-adjustments on the enemy's part that completely invalidate whatever you were trying to do. What's the point in playing smart if the enemies will always be upgraded to being slightly more smart?

Paladins of most oaths get abilities to hit better very early on, that character should be the least likely to be changed.

Play lawfull evil or neutral evil.
LE means you can Workshop behindert the scenes intrigue ans perfekte s to be the paladins bro.
NE can mean you are just a selfish sadistic prick who thinks the ends justify the means.

More like, "his end justifies the means"

The whole point of Evil characters is that they're absurdly selfish.

One of my players is wanting to us nunchucks as weapons. I'm cool with it but what would the damage die be for them? I was thinking 1d6 bludgeoning with the light property so he can dual wield them.

Cleric should use Bless whenever they can, first round of every encounter that isn't trivial. That'll help all the other 3 hit more frequently. He could also use the Help action to give advantage to one attack of one of the others. Whoever is the rogue should be always looking for places to Hide with their cunning action, so that if they make a successful Stealth check they gain advantage on their next attack.

Next level all of you will get major upgrades, with the archetype choices for the martials and 2nd level spells for the Cleric.

The page about monk weapons says nunchuks are clubs stat wise.

the problem is that it somewhat restricts the roleplaying of any good characters, not just paladins
they may be forced to make their character be oblivious and dumb, going against their plan for the character
or they do what their character would do (leave the party or turn your character over to authorities) which could cause arguments OOC or straight up end the campaign
in a game where the GM wants party cohesion and no PvP, its really just best to have no evil characters

From the PHB, on monk weapons:
>Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku)

From the DMG, on Wuxia weapons:
>Flail - nunchaku (Japan)

So really, do whatever you feel is appropriate. Either d4/d6 and light, or d8.

Does your DM allow SCAG or Elemental evil?
Then use those.

Rogues lack in the frontline survivability department if they aren't swashbucklers.

Let the rogue go Swashbuckler 4/ Dragon Sorcerer 1.
Bam and he's a frontline combatant who can still do all the things a rogue needs while also being a fish who can control opponent movement with booming blade.

The cleric should think about dipping one level of monk and going life cleric after that.
Monk 1/ Life cleric 4 makes him able to dish out some melee damage while having decent AC and survivability.

Paladin should just get the heavy armour master feat and tank properly.

Fighter should go eldritch knight but focus on being an archer in the background using magic to support.
Or be a battlemaster focused on team play.

I missed that, thanks

If I'm playing a Fighter with Warlock levels who fights with his staff that has a crystal ball Arcane Focus on the end, with the purpose of not having to switch for spellcasting, is that too much?

How would you go about crafting a literal holy water sprinkling mace? Trying to figure out a way of "reloading" the holy water without having to dip the entire head of the mace into the stuff.

i think a staff can be your arcane focus, so it seems like its just flavor to have a crystal ball at the end

ignoring fluff, its no different than using a staff focus, so i dont see why not

Couldn't sleep IN the dungeon safely. The encounter outside of it occurred at like 9am so we pressed on, not knowing it WAS a dungeon. We players thought it was a shortcut to somewhere else. Turned out to be a side entrance to a dungeon complete with a boss and miniboss.

And yeah, total newbies. First times playing.

>but if he's turning every bunch of bandits into master tacticians who are prepared for you at all times then he's being a shithead.
They are literal level 2 bandits. Though to be fair, he is new to DMing and has done a great job even with these things considered.

What I want to know is this: If you walk into a bar full of DRUNK enemies, disguises as enemies, bluff the enemies, approach them, then attack them mid-sentence, should the players get a surprise round on the drunk, seated enemies in the bar or should everyone get to roll initiative even if the drunks end up going first?

Because that's what happened to us. Our party disguised themselves as the enemy, walked in and started chatting up the enemy, walked right on up to them and attacked them mid-sentence. And then we rolled initiative and the seated drunkards hopped up and went first. Lucky for us, they missed literally 30 out of 35 rolls because they had disadvantage. But we missed nearly as much and took forever to kill them. And we didn't get any surprise attacks.

Would it change your mind to learn the Paladin in question is a Dex-based Rapier-wielding Oath of Ancients Half-Elf in a Chain Shirt instead of heavy armor so he can sneak without penalty and use a bow sometimes?

Will keep that in mind. Should've been doing that earlier.

Receptacle in the handle and a pipe in the haft of the mace, flings holy water when swung. The base unscrews to refill, and secures in place with latches.
Specifying a quarterstaff, would it still be pretty reasonable?

Well if the Paladin's evil, it's no problem. Paladins can be any alignment they want in this edition and they don't fall. Usually the party is playing asshats, and the Paladin is no exception. As long as everyone's on the same page, you're good to go, if not, don't be That Guy.

Yeah, you should've got a surprise round for that.

Changing the subject, is there any way for a bladelock to use their pact weapon as an arcane focus yet? Because that's my favorite class/archetype, and the lack of it really seems like an oversight - mostly because eldritch knights can do it.

yeah, theres nothing that says a staff is exactly a quarterstaff (i guess you could argue some of the "frail" magical ones wouldn't work, they would just break, like made of glass or some shit) but even if you didn't say it was a quarterstaff, it would be fine. honestly i feel like "holy emblem" like focus, should apply to most classes if they really want it.

>Paladin should just get the heavy armour master feat and tank properly.
That's what the Fighter has. It's bananas. He reduces nearly every single attack he takes, the few that pierce his 19 AC at this level, by 3, then proceeds to Second Wind and Action Surge for every major encounter. So it's been said he could

The Fighter IS going Eldritch Knight, but not archer. Either sword-and-board-and-magic or 2-hander and magic. Was just gonna carry a Shield, versatile Str weapon, and maybe a heavy greatweapon to swap between.

So in 200 more exp he'll have spells.

staff or ask your dm. its not raw but its also retarded it doesnt