5e Wizard Spell Slots Table

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The wizard 5e is considered as the clad in the silver robes which donates her station, an elf closes her eyes to shut out the distractions of the battlefield and begin her quiet chant. The finger weaving in front of her, she completes her spell and then launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell charm person.

  • Where 5E does a fantastic job – in my opinion – is with the Spell slots. A multiclass character gains spell slots based on the power of the casting classes they are part of. A full caster – one that can potentially learn 9th level spells – adds 1 level to the basic caster table.
  • Spells slots would be as a 9th level character on the MC chart - 6 for the bard, 2 for the ranger, 1 for the rogue. There would be none for the warlock on that table, but the warlock would still have his own slots. Any spell known can be used in any slot, and the related spell caster ability modifier is based on the class that learned the spell.

Checking and rechecking his work, a human scribe an intricate magic circle in chalk on the bare stone floor and then sprinkles powdered iron along every line and graceful curve. as well as you can know more d&d 5e classes from here.

After the circle is completed, he drones along with incarnation. The hole opens in space inside the circle. This brings on a whiff of brimstone from the otherworldly plane beyond.

With the crouching on the floor in the dungeon intersection, a gnome tosses a handful of small bones inscribed with the mystic symbols, muttering a few words of power over them.

Then closing his eyes to see the visions more clearly, he simply nods his head slowly and then opens his sight and points down the passage to his left.

Check Also: Dnd 5e Classes

Contents

  • 1 The Wizard 5e Features
    • 1.3 Equipment

The Wizard 5e Features

The wizard 5e is the supreme magic users who define and united as a class by the spells they cast. Then drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells which brings out an explosive fire, arcing lightings, subtle deception, and brute force mind control.

The magic conjures monsters from other planes of existence, glimpses the future, and then turns the slain foes into zombies. Their mightiest spells can change one substance into another, call meteors down from the sky, and even can open any of the portals to other worlds.

LevelProficiency BonusFeaturesCantrips—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Arcane Recovery32--------
2nd+2Arcane Tradition33--------
3rd+2-342-------
4th+2Ability Score Improvement443-------
5th+3-4432------
6th+3Arcane Tradition feature4433------
7th+3-44331-----
8th+3Ability Score Improvement44332-----
9th+4-443331----
10th+4Arcane Tradition feature543332----
11th+4-5433321---
12th+4Ability Score Improvement5433321---
13th+5-54333211--
14th+5Arcane Tradition feature54333211--
15th+5-543332111-
16th+5Ability Score Improvement543332111-
17th+6-5433321111
18th+6Spell Mastery5433331111
19th+6Ability Score Improvement5433332111
20th+6Signature Spell5433332211

Hit Points

Hit Dice1d6 per wizard level
Hit Points at 1st Level6 + your Constitution modifier
Hit Points at Higher Levels1d6 (or 4) + your Constitution modifier per wizard level after 1st

Proficiencies

ArmorNone
WeaponsDaggers, darts, slings, quarterstaffs, light crossbows
ToolsNone
Saving ThrowsIntelligence, Wisdom
SkillsChoose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

(a) a quarterstaff or (b) a dagger
(a) a component pouch or (b) an arcane focus
(a) a scholar’s pack or (b) an explorer’s pack
A spellbook

Spell save DC

8 + your proficiency bonus + your Intelligence modifier

5e Wizard Spell Slots Table

Spell attack modifier

your proficiency bonus + your Intelligence modifier

Creating a wizard 5e

The wizard character is demanding a back story that is dominated by at least one extraordinary event. Then the next question arising is how did your character first come to contact with magic.

How did you discover that you had an aptitude for it and do you have a natural talent or just took into hand how you simply study hard and practice incessantly. And the most important is did you encounter a magical creature or an ancient tome that taught you the basics of the magic.

These are all made explained in the wizard 5e D &D. Rather this would bring on what drew you forth from the life of study and explore your first taste to magical knowledge leaving you more and hungrier.

If you have received word of a secret repository of knowledge that not yet plundered by or any other wizard. It’s just quite simple to make you eager and put your newfound magical skills into the test in the face of danger.

Proficiencies and equipment

As being explained on wizard 5th edition D&D, they don’t have any armour and just have the best of weapons like daggers, darts, slings, quarterstaffs, light crossbows. There are no tools for them with saving throws of intelligence and wisdom.

This wizard 5e holds the skills to choose two from arcana, history, insight, investigation, medicine, and religion. You can start with the equipment in addition to the equipment granted in the background. These are like a quarterstaff or a dagger, a component pouch or an arcane focus, a scholar’s pack or an explorer’s pack, and the most important a spellbook.

Casting spells

As explained in the wizard table, how many spell slots have been tested and spelled of the 1st level and higher. To east one of these spells, you must expend a slot of the spell’s level or higher.

You regain all the expanded spell slots when you finish a long rest. Then you can prepare a list of wizard spells that are available for you to cast it.

For that, you need to choose a number of wizard spells from your spellbook and then equal it to your intelligence modifier+ the wizard level. The spells must be of the level for which you have spell slots.

Ability to spell casting

It’s the intelligence in your spellcasting ability for the wizard spells since you learn your spells through a dedicated study and then memorize them. You can then use your Intelligence whenever a spell refers to your spellcasting ability. Added to that you can use your intelligence modifier when setting the saving throw DC for a wizard spell that you cast and when you are making an attack roll within the one.

With the spell save DC its equivalent to 8+ your proficiency bonus plus your intelligence modifier. When it’s the spell attack modifier, it’s equivalent to your proficiency bonus + your Intelligence modifier. For the ritual casting, you can east a wizard spell as a kind of ritual if that spell has the ritual tag and you have the spell in your spellbook.

You don’t really need to have the spell prepared. Indeed for the spell casting focus, you can use an arcane focus as a spellcasting focus for your wizard spells. Every time you are playing this, you are going to gain some of the magical energy by studying your spellbook.

Once per day when you finish a short rest, you can then choose expended spell slot to recover. The spell slots can have a combined level which is equal to or less than half your wizard level when it’s rounded up and none of these slots can be the 6th level or higher.

Attributes

Spellcasting AbilityIntelligence
Subclass NameArcane Tradition
Hit Died6
Suggested AbilitiesIntelligence, Constitution / Dexterity / Charisma
Starting Gold4d4 x 10

Masters to spell

It’s at the 18th level of the wizard 5 e that you have achieved such mastery over certain spells which you can start casting them. So next choose the 1st level wizard spell and then the 2nd level wizard spells which are in your spellbook.

Check also:Fighter 5e

You can then cast those spells at their lowest level without expending a spell slot when you have them prepared. So 1£ you want to cast either spell at a higher level so that you must be able to expend a spell slot as normal. By spending 8 hours in study, you can now exchange one or both of the spells you chose for different spells or of the same levels.

School of Invention Features

Wizard LevelFeature
2ndTools of the Inventor, Arcanomechanical Armor, Reckless Casting
6thomechanical Armor, Reckless Casting
6th
10th
10th
14thControlled Chaos

Reckless Casting

d10Cantrip
1acid splash
2chill touch
3fire bolt
4light
5poison spray
6ray of frost
7
shocking grasp
8sacred flame
9thorn whip
10
Roll twice and cast each cantrip, but if you roll another 10 on either die, you cast nothing, wasting your action.

Check Also: Rogue 5e

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Home > Classes > Multiclassing

Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.

With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you’re a 5th-level character.

As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-­‐‑class character of the same level, you’ll sacrifice some focus in exchange for versatility.

Prerequisites

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.

Multiclassing Prerequisites
ClassAbility Score Minimum
BarbarianStrength 13
BardCharisma 13
ClericWisdom 13
DruidWisdom 13
FighterStrength 13 or Dexterity 13
MonkDexterity 13 and Wisdom 13
PaladinStrength 13 and Charisma 13
RangerDexterity 13 and Wisdom 13
RogueDexterity 13
SorcererCharisma 13
WarlockCharisma 13
WizardIntelligence 13

Experience Points

The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.

Hit Points and Hit Dice

You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.

You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.

Proficiency Bonus

5e Wizard Spell Slots Table Chart

Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3.

Proficiencies

When you gain your first level in a class other than your initial class, you gain only some of new class’s starting proficiencies, as shown in the Multiclassing Proficiencies table.

Multiclassing Proficiencies
ClassProficiencies Gained
BarbarianShields, simple weapons, martial weapons
BardLight armor, one skill of your choice, one
musical instrument of your choice
ClericLight armor, medium armor, shields
DruidLight armor, medium armor, shields (druids
will not wear armor or use shields made of
metal)
FighterLight armor, medium armor, shields, simple
weapons, martial weapons
MonkSimple weapons, shortswords
PaladinLight Armor, medium armor, shields, simple
weapons, martial weapons
RangerLight armor, medium armor, shields, simple
weapons, martial weapons, one skill from
the class's skill list
RogueLight armor, one skill from the class's skill
list, thieves' tools
Sorcerer
WarlockLight armor, simple weapons
Wizard

Class Features

When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.

Channel Divinity

If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn’t give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.

Extra Attack

If you gain the Extra Attack class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the fighter’s version of Extra Attack does). Similarly, the warlock’s eldritch invocation Thirsting Blade doesn’t give you additional attacks if you also have Extra Attack.

Unarmored Defense
Slots

If you already have the Unarmored Defense feature, you can’t gain it again from another class.

Spellcasting

Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.

5e Wizard Spell Slot Table

Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.

Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.

Spell Slots. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.

If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don’t have any spells of that higher level.

For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don’t know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know—and potentially enhance their effects.

5e Wizard Spell Slots Tablet

Pact Magic. If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.

Multiclass Spellcaster: Spell Slots per Spell Level
Lvl.1st2nd3rd4th5th6th7th8th9th
1st2
2nd3
3rd42
4th43
5th432
6th433
7th4331
8th4332
9th43331
10th43332
11th433321
12th433321
13th4333211
14th4333211
15th43332111
16th43332111
17th433321111
18th433331111
19th433332111
20th433332211

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