Why would I choose anything other than a Greataxe as my Warlock Pact weapon?

In the PHB p.107 on Pact of the Blade boon it is stated:

You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it.

Why would I ever choose a “low” damage weapon, compared to a Greataxe (for example) with its 1d12 damage? I’ll be proficient with whatever weapon I choose, anyway.

Can a creature with wings choose to fall to get down faster?

A dragon flies at 4000 feet of altitude and needs to get to ground level as fast as possible.

With a double-move and a fly speed of 200, it can only move 400 feet per round.

But, can it choose to stop flapping its wings and fall (I would assume maybe 500 or 1000 feet per round), and then use the Fly skill to negate the 20d6 of falling damage when it hits the ground?

Can players choose specific points in space, down to the inch, to cast a spell so as to avoid hitting a prone character?

Say there is a character that is prone, such as if they were unconscious, and they are surrounded on all 8 square grids (assuming that a grid is being used) by other creatures. Can a player cast a spell that has a sphere effect such as fireball or shatter such that only the 8 creatures surrounding the one that is prone be hit?

Would this potentially have any adverse effects with potentially breaking or having any unintended consequences for any other spells/effects down the line if this were allowed?

Obviously when it comes to casting some spells, the caster has the option to "choose a point in space", but when playing with the understanding of a grid system that works in chunks of a given dimension does is it feasible to have spells cast in such a way so that a body lying prone won’t be affected by a spell cast just overhead?

Do creatures with Legendary Resistance know what is hitting them in order to choose to use the resistance or not?

Say I cast a Fireball at a white dragon, it definitively knows that the spell cast was a Fireball, with all those flames around…

However, some spells are more subtle, such as Banishment. Maybe the characters want to have about 1 minute to build something that will kill the dragon once it returns… but then it could take casting the Banishment spell (or other spells) many times to successfully sending the dragon on a demiplane for a while.

Yet, if the Dragon (or other target) cannot really know what the spell is, then it could accept a failure thinking it may need its resistance later when it is in a worst situation than at this time…

I have not been able to find something in RAW that says the target knows of the exact spell effects when it has the Legendary Resistance skill. Is there?

Can a flying character choose to fall, and then use a reaction to stop falling before hitting the ground?

As a flying character there are a few scenarios that I’d like to know are valid/RAW, invalid, or up to the DM.

Assume in these scenarios that all characters fall at 1000ft/round (this is not up for discussion (no matter how strongly you feel about it) as my DM has made this ruling.) Also assume the fall is intentional (on my turn/not done by an enemy or enemy’s turn).

  1. Fly at 1,005ft, fall (drop prone?) in 1 round (1000ft), next round recover (stand up from prone), land safely or continue to fly.

  2. Fly at 600ft, fall, to 60ft recover to fly normally.

  3. Fly at 600ft, fall, to 60ft cast feather as a reaction to falling. This scenario could also include carrying a halfling (600ft), then dropping her, and she can cast feather fall (as a reaction) 60ft before hitting the ground.

Feel free to add additional cool scenarios that could work. Or if a scenario doesnt work, what would be needed to make it work.

If possible please use citations, especially if any of the scenarios are invalid/against the rules.

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Would it be unbalanced for Dex-based Fighters to choose proficiency in Dex saving throws instead of Str saving throws?

Whilst building a Dex-based Fighter (an Arcane Archer), I decided to pick the Resilient feat at level 4 so that I could have proficiency in Dexterity saving throws, which makes sense given that they are a Dex-based character. Then I thought about how odd it was that they had proficiency in Strength saving throws just because they’re a Fighter even though they’re not a Str-based character. Sure, it makes sense for a lot of Fighters, but not all of them.

Therefore, I’m considering introducing a new homebrew rule for whenever I’m running a game and a player of mine wants to make a Dex-based Fighter:

Saving Throws: Strength or Dexterity (your choice), Constitution

The “choice” would be made at level 1 (I don’t plan on allowing them to switch it back and forth).


Given that this class is the only one listed under the Multiclassing section in the PHB (pg. 163) has having an “or” in their requirements (“Strength 13 or Dexterity 13″), this seems to fit the intent that Fighters aren’t tied to Strength.

The Battlemaster archetype (PHB, pg. 73) also allows either for the saving throw for some maneuvers, again implying that Fighters are supposed to be flexible regarding using Strength or Dexterity:

Maneuver save DC: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)”


Would there be any problems with this? They would still be outclassed in Dexterity saving throws by Rogues and Monks once they get Evasion, so I don’t see this stepping on their toes too much (at least not at higher levels), but on the other hand no class RAW allows a choice in saving throw proficiency like this, so would there be any other problems I’m overlooking?