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If you got hit with an enemy casters tashas or DW, then it would use your defensive wisdom save to resist it though.
Dissonant Whispers requires your target to make a wisdom saving throw. It has nothing to do on your end. The DC of the saving throw your target has to beat is determined by 8+ proficiency (2) + your charisma which is probably 3. So the wisdom DC your target has to meet or beat is 13. All your offensive spells DC & to hit is determined by your charisma modifier as a warlock.
This confused me as well.
I don't understand why it would say "Attack/Save" instead of just "Save" or "Saving throw: Wisdom" or something like that
Using the word attack like that is easily interpreted as "the attack stat of the spell"
Maybe it's an early access thing and wording will change? Or is there a specific reason for using the "Attack/Save" terminology?
Spells like Dancing lights also specify: "Cast ability: Intelligence" if you aren't a wizard (which makes intelligence the default casting ability)
To my knowledge that spell never requires a roll so it isn't modified by any stats, so the specification is redundant. Or am I missing something?
Charisma is a Warlock's casting modifier.
How saving throws work is you take a base number of 8, add your proficiency bonus and your spellcasting modifier, in a warlock's case that is charisma. That gives you the number the enemy needs to beat.
Putting points in wisdom won't actually increase the DC for the saving throw that enemies need to make. In fact, if you put less points in charisma then it will be easier for them to make the save because the number will be lower.
The type of save they make is based on the affect of the spell. Dodging traps use dexterity saving throws. resisting poisons use constitution saving throws being a couple of examples.
Saving throws are your defense against outside affects.
There is a clear difference between SAving rolls that YOU make, and saving rolls that you Impose on OTHERS
WArlocks are proficient with Wisdom and CHarisma saving throws.
WIch means that they are better at resisting mental attacks and charms.
When YOU are targeted by Tasha's laugther, YOU make a WIS save, since you're proficient with it, you have WIS MOD +Proficiency Bonus (so if you have like 12 in WIS score, thats +1 and if level 1-4, your proficiency bonus is +2, so total of WIS save is +3)
AS a Spellcaster, you have your Spellcasting Ability.
Wich is the Ability score/bonus you use to cast spells.
Wizards use Intelligence, Warlocks uses CHA( so does Bards, Sorcerors and Paladins), clerics uses WIS.
You only have ONE SPellcasting ability per class, so has a Warlock, it is CHA.
So when you have to roll for attack with a spell, you use your CHA MOD (wich should be your highest score possible so at least a +3 or 4) +Proficiency bonus, so +2= +5 to Hit with your spells.
There's 2 types of spells in D&D, attack roll spells, so you roll a D20+Spell ability+Bonus
And Saving throws Imposing spells, where in the Description of the spell, it will tell what kind of Saving throw the spell forces the target to make.
The Saving throw of the target must be equal or higher than your Spell Save DC for the save to be succesfull.
Your spell save DC is the difficulty of the save that the target needs to reach to be safe from your magic, the higher your Spellcasting ability bonus and your proficiency bonus, the higher the Save DC, the more difficult it is for the target to be save from harm from your spells.
Your spell save dc is 8+Spellcasting ability MOD+Proficiency bonus, so 8+3(CHA)+2(Prof.Bonus)= 13
Wich yes it isn't impressive at low level, but thats how it is, the enemies Proficiency saves are also at max +3 or 4 at this level.(you really need to get between lvl 8 and 12 to get enemies with +6 or 8 to a save)
So when YOU cast Tasha's laugther at a Target, they are forced to roll a WIS save with the goal to reach been 13 or higher.
If the target has Low WIS score and no WIS save proficiency, then it has higher chances to fail the save.
Each spell uses its own Save, for example while Tasha's laugther impose WIS saves, Fireball will impose a DEX save.
While other Spells will impose a CON save or an INT save.
Whatever is the case, YOU will always your spellcasting ability from your class, wich in the Warlocks case is CHA.
There is a pattern on what kind of spells uses what kind of saves.
If it implies Wind or Gravity, it will usually force a STR or CON save.
If it is FIre, lightning attacks, it will usually uses DEX.
Mental attacks can target INT or WIS, also Illusions.
Charms and manipulation of the mind will usually use CHA.
Anything that is poison/venom/diseases/sickness is usually CON.
Its not 100% accurate since some spells or effects can require more than one save, but they are rarer than the others.
This is exactly what confuses me. The Attack part in the Attack/Save
For each class they have a spellcasting attribute. That one attribute affects every spell they cast.
If there is an attack roll, you treat it like you're making an attack with a weapon, but instead of using strength or dexterity you would use your charisma as a warlock plus your proficiency bonus.
So, if you were to cast Eldritch Blast (a warlock exclusive cantrip) you would use your spellcasting as an attack and not be a saving throw for the enemy to beat. You would roll a d20, add your spellcasting modifier plus your proficiency to that roll and try to meet or surpass their AC.
Larian does take some liberties with the rules, but the core mechanics are still there. It made a drastic difference in how quickly I was able to understand the game at a high level.