5e Wizard Spell Slot Table

5e Wizard Spell Slot Table Average ratng: 4,4/5 129 reviews

One way to modify how a class feels is to change how it uses its spells. With this variant system, a character who has the Spellcasting feature uses spell points instead of spell slots to fuel spells. Spell points give a caster more flexibility, at the cost of greater complexity.

  1. Dnd 5e Wizard Level Table
  2. Total Spells Known Wizard 5e
  3. 5e Wizard Prepared Spells
  4. Dnd 5e Wizard Spell Slot Table
  5. Spell Slots Wizard 5e

Today we’re talking about Go to D&D Wizard spells for tier one.First level through third level, there’s a bunch of great D&D wizard spells and we’ve got it broken down into different categories. Now what we’re going to do is we’re going to look at some 5th Edition Dungeons and Dragons spells. We will break them down to attack spells, buff spells, defense spells, utility spells,. The spell tracker is compatible with any DnD 5e spellcaster. Whether you are a Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, or Wizard. This spell slot tracker has two dice trays attached for your convenience. You can hold a full dice set and any extra d6s that. In 5e, your spell slots are fixed by your level and class. Where your casting ability score comes into play is that for Clerics, Druids, Paladins, and Wizards, the number of your spells you can have prepared goes up if you have a higher prime ability. Each of those is detailed in a. Level 1 Proficiencies. Shields, simple and martial weapons. Spell Mastery:- Once you make your Wizard level up 5e to the 18 th level, you can cast any spell you want, whenever you l ike. For this, you need to choose two Wizard spells from your Spellbook, preferably a 1 st-level spell and a 2 nd-level one.After preparing these spells, you can cast these at their lowest level.

In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don’t require slots and therefore don’t require spell points.

Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can’t reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest.

Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can’t create another slot of the same level until you finish a long rest.

The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can’t do so.

The Spell Points by Level table applies to bards, clerics, druids, sorcerers, and wizards. For a paladin or ranger, halve the character’s level in that class and the consult the table. For a fighter (Eidritch Knight) or rogue (Arcane Trickster), divide the character’s level in that class by three.

This system can be applied to monsters that cast spells using spell slots, but it isn’t recommended that you do so. Tracking spell point expenditures for a monster can be a hassle.

Spell Point Cost

Spell LevelPoint Cost
12
23
35
46
57
69
710
811
913

Spell Points by Level

LevelPointsMax Slot
141st
261st
3142nd
4172nd
5273rd
6323rd
7384th
8444th
9575th
10645th
11736th
12736th
13837th
14837th
15948th
16948th
171079th
181149th
191239th
201339th

Spell Points by Level (Half Caster)

LevelPointsMax Slot
10N/a
241st
361st
461st
5142nd
6142nd
7172nd
8172nd
9273rd
10273rd
11323rd
12323rd
13384th
14384th
15444th
16444th
17575th
18575th
19645th
20645th
5e Wizard Spell Slot Table

Spell Points by level (third caster)

LevelPointsMax Slot
10N/a
20N/a
341st
461st
561st
661st
7142nd
8142nd
9142nd
10172nd
11172nd
12172nd
13273rd
14273rd
15273rd
16323rd
17323rd
18323rd
19384th
20384th

Other Rules

Arcane Recovery and Natural Recovery

Instead of recovering levels of spell slots, you regain a number of spell points equal to your level in the relevant class (minimum of 2).

Expert Divination

When you cast a divination spell of 2nd level or higher using a spell slot you regain a number of spell points equal to the cost of a spell slot one level lower than the slot used to cast the spell, up to a maximum of 7 points.

Font of Magic

When creating a spell slot using Font of Magic the slot created then turns into a number of spell points based on the level of the spell slot. Alternatively sorcery points can be converted into spell points directly, with 1 sorcery point converting to 1 spell point. Up to 7 sorcery points can be converted at a time in this manner.

When converting a spell slot to sorcery points, a spell slot is created using spell points, as shown in the table above, and the spell slot is converted into a number of sorcery points equal to the level of the spell slot.

Pact Magic and Mystic Arcanum

Pact Magic and Mystic Arcanum are unchanged by spell points.

High Magic Epic Boon

You gain an additional 13 spell points and can create a second 9th-level spell slot between long rests.

Pearl of Power Magic Item

You regain spell points equal to the cost of the highest level spell slot you can create, up to a maximum of 3rd level.

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The Wizard

LevelProficiency BonusCantrips Known1st2nd3rd4th5th6th7th8th9thFeatures
1st+232--------Spellcasting, Arcane Recovery
2nd+233--------Arcane Tradition
3nd+2342--------
4th+2443-------Ability Score Improvement
5th+34432-------
6th+34433------Arcane Tradition feature
7th+344331------
8th+344332-----Ability Score Improvement
9th+4443331-----
10th+4543332----Arcane Tradition feature
11th+45433321----
12th+45433321---Ability Score Improvement
13th+554333211---
14th+554333211--Arcane Tradition feature
15th+5543332111--
16th+5543332111-Ability Score Improvement
17th+65433321111-
18th+65433331111Spell Mastery
19th+65433332111Ability Score Improvement
20th+65433332211Signature Spell

Class Features

All wizards spells 5e

As a wizard, you gain the following class features.

Hit Points

Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:* (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

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook

At 1st level, you have a spellbook containing six 1st- level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Wizard 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.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Dnd 5e Wizard Level Table

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Dnd 5e wizard spell slot table

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.

Total Spells Known Wizard 5e

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. 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

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description.
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Wizard

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spell Mastery

5e Wizard Prepared Spells

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. 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 expend a spell slot as normal.

Arcane Traditions

The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.
The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.

School of Evocation

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

Dnd 5e Wizard Spell Slot Table

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Your Spellbook

Spell Slots Wizard 5e

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook into another book - for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.