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13

Although this has an answer for the Forgotten Realms, the “normal setting” in the PHB is not the Forgotten Realms and there is no canonical answer for just D&D 5e by itself. The DMG goes into more detail about setting, but the basic concept is that the “default” setting of D&D 5e is mostly unwritten so that the DM can build it up from various pieces ...


6

Your dead high elf wizard isn't a high elf wizard when he wakes up in the Upper Planes. He is a petitioner - identical in appearance and personality, but lacking the skills and abilities (and much of the memories) that he had in life. A petitioner is essentially rooted in the plane it's arrived to, and can't be taken away from it; its ultimate fate is to ...


6

There are not currently any hard and fast rules for what makes a viable warlock patron. What we do know is that the following all qualify: immensely powerful fey (Titania, Oberron, Hyrsam, the Queen of Air and Darkness, the Prince of Frost) immensely powerful demons and devils (Baazka, Belaphoss, Eltab, Errtu, Gargauth, Lorcan, Malkzid, Wendonai) ...


6

You have fundamentally misunderstood how developers think about settings & their genres. You seem to think that the developers approached things in this order: Create setting Develop setting over time Decide: should setting progress to a later technological era, based on in-setting events? In reality, it's much more like this: Identify need/market ...


4

The OOC Perspective If I remember right, Spelljammer (which is essentially Space D&D) overlaps with Forgotten Realms, so there was an outlet for players who wanted some Realms content and some greater technology. But, Spelljammer was 2e, and I don't know that it's been reprinted for the newer systems. Beyond that, if you really wanted some high-magic, ...


2

Godhood is decided primarily based on power, which in turn is generally decided based on the number of worshipers the prospective deity has (paraphrased from DMG 5e, p 11 under Divine Rank). That means that gods - both lesser and greater - grant spells to clerics as a defining trait. Not being able to grant spells to clerics makes immensely powerful beings ...



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