Dnd 5e Wizard Spell Slot Chart
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DND 5th Edition community wiki. Wizard Spell List. Cantrip; 1st Level; 2nd Level; 3rd Level; 4th Level; 5th Level; 6th Level; 7th Level; 8th Level; 9th Level. This guide is meant as a deep dive into the DnD 5e Wizard. For a quick overview on the Wizard Class, see our breakdown of the DnD 5e Classes. You can see the Wizard Class Features here. The color code below has been implemented to help you identify, at a glance, how good that option will be for your Wizard. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. Arcane Tradition.
- 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.
Class | Ability Score Minimum |
---|---|
Barbarian | Strength 13 |
Bard | Charisma 13 |
Cleric | Wisdom 13 |
Druid | Wisdom 13 |
Fighter | Strength 13 or Dexterity 13 |
Monk | Dexterity 13 and Wisdom 13 |
Paladin | Strength 13 and Charisma 13 |
Ranger | Dexterity 13 and Wisdom 13 |
Rogue | Dexterity 13 |
Sorcerer | Charisma 13 |
Warlock | Charisma 13 |
Wizard | Intelligence 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
Your proficiency bonus is always based on your total character level, 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
Class | Proficiencies Gained |
---|---|
Barbarian | Shields, simple weapons, martial weapons |
Bard | Light armor, one skill of your choice, one musical instrument of your choice |
Cleric | Light armor, medium armor, shields |
Druid | Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) |
Fighter | Light armor, medium armor, shields, simple weapons, martial weapons |
Monk | Simple weapons, shortswords |
Paladin | Light armor, medium armor, shields, simple weapons, martial weapons |
Ranger | Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list |
Rogue | Light armor, one skill from the class's skill list, thieves' tools |
Sorcerer | - |
Warlock | Light 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
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.
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.
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
Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|
1st | 2 | - | - | - | - | - | - | - | - |
2nd | 3 | - | - | - | - | - | - | - | - |
3rd | 4 | 2 | - | - | - | - | - | - | - |
4th | 4 | 3 | - | - | - | - | - | - | - |
5th | 4 | 3 | 2 | - | - | - | - | - | - |
6th | 4 | 3 | 3 | - | - | - | - | - | - |
7th | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Hello! Basically I don't enjoy spell slots. I always have never enjoyed them. I think they are an outdated restriction that harkens back to the days of old D&D. Times have changed, and I believe that the people deserve a better spell casting system. I have seen various 'spell point' systems, and while they are good at making casters more versatile. But this adds versatility without adding much hindrance. I still want something different.
What I've done is converted my favorite casting model from any D&D: 3e Epic level handbook's, 1d20 DC based spell system and converted it for the current D&D 5e ruleset. Currently this is still a work in process, but the idea is that every time you want to cast a prepared spell, not cantrips, the player rolls their casting ability modifier as a save against a DC of 8+the spell's level for a 'spellcasting roll'. Increasing the spellcasting roll's difficulty is as easy as changing the base DC to 9 or 10. I used 8 as the base because a level 1 spell for a caster class, who often has +3 modifier gives a level 1 spell a 75% chance of success. The chance of failure at 25% is a comfortable place for a level 1 spell in my mind. This spell system is only limited by the spells that the caster knows. A caster could cast a spell at a higher level by increasing the DC of the spell, this makes spellcasting especially interesting to me since there is a definable risk/reward system for casting a spell at a higher level but could do so at any level. I really like that.
Example: A wizard with an Intelligence of 16 trying to cast a 1st level spell would be, 1d20+3 vs. DC 9 (8+1).
Example: A cure wounds spell cast at level 3 would have a DC of 8+3=11 instead of the level 1 version 8+1=9.
A new mechanical condition called 'spell fizzle' accompanies this rule change. A spell fizzle happens when a caster attempts to cast a spell and fails to overcome the DC. The caster may attempt to cast their known spells, however if they fail the DC on one of the spells they know, then that spell cannot be attempted until the spell fizzle is cleared. During a short rest spell fizzles may be cleared equal to the caster's total level in spell levels of fizzled spells. A long rest clears all spell fizzles.
Example: A bard knows 4 spells at level 1. Say Gwendo the level 1 Bard who has 14 charisma knows Charm Person, Cure Wounds, Faerie Fire, and Identify. During battle she attempts to cast cure wounds on a wounded ally. She would roll d20+2 (her ability modifier), against a DC of 9 (8 + the spell's level), let's say for the sake of the example she rolled a 7 total. Not high enough, the spell fizzles, the effects do not happen, now she is unable to cast the Cure Wounds spell until she clears the spell fizzle with a short or long rest, and if Gwendo fizzles on multiple spells since she is only level 1 then on a short rest she would only have the option to clear one level of the spell fizzles.
I know this will make character magic a bit more powerful, but the effects of failure are quite hindering, especially if multiple spells are fizzled the caster might find that they are without spells to cast. I feel like in practice this rule would really capture the feel of magical casting without adding the arbitrary limitation of spell slots, which I have always felt that they are a strange limitation in a world flowing with magic.
Some notes on changes:
Ritual Casting spells do not have a chance for spell fizzle, thus the caster does not need to roll against the DC of the spell. The caster simply casts the spell, and gains its effects.
Many class features also change with this system and I will do my best to address each of them appropriately. Each Class Feature that can spend spell slots also has the chance to fizzle, and suffers the same penalties as if it were a spell that fizzled.
- Druid Natural Recovery, During a short rest, you choose additional fizzled spells to recover equal to or less than half your druid level, and none of the spells may be 6th level or higher. (round up).
- Druid Combat Wild Shape, While you are transformed by Wild Shape, you can use a bonus action to make a spell cast roll to regain 1d8 hit points per level of the spell.
- Paladin Divine Smite, when you hit a creature with a melee weapon attack, you can make a spell cast roll to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for the initial spell cast roll, plus 1d8 for each spell level attempted higher than the first spell level, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
- Ranger Primeval Awareness, you can use your action and make a spell cast roll to focus your awareness on a the region around you. For 1 minute per level of the spell cast roll, you can sense whether the following types of creatures are present within 1 mile of you...
- Rogue Spell Thief, For the next 8 hours, you know the spell and can cast it using your spell casting roll.
- Sorcerer Flexible casting; Creating spell slots, You can transform unexpended sorcery points into one cast spell which bypasses the casting roll as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating the spell by level. You can cast spells no higher than 5th level.
- Sorcerer Flexible casting; Converting a Spell Slot to Sorcery Points = Converting a Spell to Sorcery Points, As a bonus action on your turn, you can force a spell fizzle on a spell and gain a number of sorcery points equal to the spell's level.
- Warlock Pact Magic; Spell Slots, You regain all fizzled spells when you finish a short or long rest. (As opposed to every other class's spell slots entry that only recover all spell fizzles on long rests).
- Warlock Mystic Arcanum, You can cast your arcanum spell once without making a spell cast roll. You must finish a long rest before you can do so again.
- Warlock Eldritch Master, you can draw on your inner reserve of mystical power while entreating your patron to restore fizzled spells. You can spend 1 minute entreating your patron for aid to regain all your fizzled spells from your Pact Magic feature. Once you regain your fizzled spells with this feature, you must finish a long rest before you can do so again.
- Wizard Arcane Recovery, Once per day when you finish a short rest, you can choose additional fizzled spells to recover equal to or less than half your wizard level, and none of the fizzled spells can be 6th level or higher.
- Wizard Spell Mastery, You can cast those spells at their lowest level without making a spell casting roll when you have them prepared. If you want to cast either spell at a higher level, you must make a spell casting roll at the higher level as normal.
- Wizard Signature Spells, ...and you can cast each of them once at 3rd level without making a spell casting roll. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must make a spell casting roll at the higher level as normal.
- Wizard Expert Divination, When you cast a divination spell of 2nd level or higher using a spell casting roll, you regain one fizzled spell. The spell you regain must be of a level lower than the spell you cast and can't be higher than 5th level.
- Wizard Shapechanger, You can cast polymorph without making a spell casting roll... ...though you can still cast it normally using a spell casting roll.